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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/rendering/framebuffer-texture-switch.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/rendering/framebuffer-texture-switch.html | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/framebuffer-texture-switch.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/framebuffer-texture-switch.html new file mode 100644 index 0000000000..0043bc74de --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/framebuffer-texture-switch.html @@ -0,0 +1,87 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL framebuffer texture attachment switching conformance test.</title> +<link rel="stylesheet" href="../../resources/js-test-style.css"/> +<script src="../../js/js-test-pre.js"></script> +<script src="../../js/webgl-test-utils.js"> </script> +</head> +<body> +<canvas id="canvas" width="64" height="64"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description("Test framebuffer texture attachment switching. The test uses one framebuffer object and switches its color attachment."); +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); + +var gl = wtu.create3DContext("canvas"); +var program = wtu.setupTexturedQuad(gl); + +var fb = gl.createFramebuffer(); +gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + +var tex2 = gl.createTexture(); +gl.bindTexture(gl.TEXTURE_2D, tex2); +gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + +var tex1 = gl.createTexture(); +gl.bindTexture(gl.TEXTURE_2D, tex1); +gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + +gl.clearColor(1.0, 1.0, 1.0, 1.0); + +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); + +var iterate = function(checkFBOs, iterations) { + for (var i = 0; i < iterations; ++i) { + debug("Clearing tex1 to white"); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex1, 0); + if (checkFBOs) + shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); + gl.clear(gl.COLOR_BUFFER_BIT); + + debug("Copying tex1 to tex2"); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex2, 0); + if (checkFBOs) + shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); + gl.drawArrays(gl.TRIANGLES, 0, 6); + } + // Read what is in tex2 + wtu.checkCanvas(gl, [255,255,255,255], "tex2 should be white"); +}; + +debug(""); +debug("Warm-up iteration"); +iterate(true, 1); + +debug(""); +debug("Iterating the test a few times since at least one bug it has exposed is somewhat flaky."); +for (var i = 0; i < 3; ++i) { + debug(""); + debug("Iteration " + (i + 1)); + iterate(false, 2); +} + +debug(""); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors at the end of the test."); + +finishTest(); + +var successfullyParsed = true; +</script> +</body> +</html> + |