Backed out changeset 8fc3326bce7f (bug 1943032) for causing failures at browser_tab_g...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance2 / renderbuffers / framebuffer-texture-layer.html
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1 <!--
2 Copyright (c) 2019 The Khronos Group Inc.
3 Use of this source code is governed by an MIT-style license that can be
4 found in the LICENSE.txt file.
5 -->
7 <!DOCTYPE html>
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>WebGL FramebufferTextureLayer Test</title>
12 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
13 <script src="../../js/js-test-pre.js"></script>
14 <script src="../../js/webgl-test-utils.js"></script>
15 </head>
16 <body>
17 <div id="description"></div>
18 <div id="console"></div>
19 <canvas id="canvas" width="2" height="2"> </canvas>
21 <script>
22 "use strict";
23 var wtu = WebGLTestUtils;
24 var gl;
25 var canvas = document.getElementById("canvas");
27 function numLevelsFromSize(size) {
28 var levels = 0;
29 while ((size >> levels) > 0) {
30 ++levels;
32 return levels;
35 function checkFramebuffer(expected) {
36 var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
37 if (expected.indexOf(actual) < 0) {
38 var msg = "checkFramebufferStatus expects [";
39 for (var index = 0; index < expected.length; ++index) {
40 msg += wtu.glEnumToString(gl, expected[index]);
41 if (index + 1 < expected.length)
42 msg += ", ";
44 msg += "], was " + wtu.glEnumToString(gl, actual);
45 testFailed(msg);
46 } else {
47 var msg = "checkFramebufferStatus got " + wtu.glEnumToString(gl, actual) +
48 " as expected";
49 testPassed(msg);
53 function testFramebufferTextureLayer() {
54 debug("");
55 debug("Checking FramebufferTextureLayer stuff.");
57 var tex3d = gl.createTexture();
58 var fb = gl.createFramebuffer();
59 gl.bindTexture(gl.TEXTURE_3D, tex3d);
60 gl.texImage3D(gl.TEXTURE_3D,
61 0, // level
62 gl.RGBA, // internalFormat
63 1, // width
64 1, // height
65 1, // depth
66 0, // border
67 gl.RGBA, // format
68 gl.UNSIGNED_BYTE, // type
69 new Uint8Array([0xff, 0x00, 0x00, 0x00])); // data
70 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, 0);
71 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
72 "attaching a texture to default framebuffer should generate INVALID_OPERATION.");
73 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
74 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, 0);
75 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
76 "attaching a texture to a framebuffer should succeed.");
77 checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]);
78 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, null, 0, 0);
79 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
80 "detaching a texture from a framebuffer should succeed.");
82 var maxTexSize = gl.getParameter(gl.MAX_3D_TEXTURE_SIZE);
83 var maxLevels = numLevelsFromSize(maxTexSize);
84 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, maxLevels - 1, 0);
85 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
86 "calling framebufferTextureLayer with an appropriate mipmap level should succeed.");
87 checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT]);
88 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, maxLevels, 0);
89 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
90 "calling framebufferTextureLayer with a mipmap level out of range should generate INVALID_VALUE.");
92 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, -1);
93 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
94 "calling framebufferTextureLayer with a negative texture layer should generate INVALID_VALUE.");
95 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, maxTexSize);
96 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
97 "calling framebufferTextureLayer with a texture layer out of range should generate INVALID_VALUE.");
99 var tex2d = gl.createTexture();
100 gl.bindTexture(gl.TEXTURE_2D, tex2d);
101 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex2d, 0, 0);
102 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
103 "attaching a 2d texture to a framebuffer should generate INVALID_OPERATION.");
105 var texDepthStencil = gl.createTexture();
106 gl.bindTexture(gl.TEXTURE_2D_ARRAY, texDepthStencil);
107 var fbDepthStencil = gl.createFramebuffer();
108 gl.bindFramebuffer(gl.FRAMEBUFFER, fbDepthStencil);
109 gl.texImage3D(gl.TEXTURE_2D_ARRAY,
110 0, // level
111 gl.DEPTH24_STENCIL8, // internalFormat
112 1, // width
113 1, // height
114 1, // depth
115 0, // border
116 gl.DEPTH_STENCIL, // format
117 gl.UNSIGNED_INT_24_8, // type
118 new Uint32Array([0])); // data
119 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, texDepthStencil, 0, 0);
120 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
121 "attaching a depth_stencil texture to a framebuffer should succeed.");
122 checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]);
124 var texDepthStencil = gl.createTexture();
125 gl.bindTexture(gl.TEXTURE_2D_ARRAY, texDepthStencil);
127 var texDepthStencilMany = gl.createTexture();
128 gl.bindTexture(gl.TEXTURE_2D_ARRAY, texDepthStencilMany);
129 var fbDepthStencilMany = gl.createFramebuffer();
130 gl.bindFramebuffer(gl.FRAMEBUFFER, fbDepthStencilMany);
131 gl.texImage3D(gl.TEXTURE_2D_ARRAY,
132 0, // level
133 gl.DEPTH24_STENCIL8, // internalFormat
134 1, // width
135 1, // height
136 2, // depth
137 0, // border
138 gl.DEPTH_STENCIL, // format
139 gl.UNSIGNED_INT_24_8, // type
140 new Uint32Array([0, 1])); // data
142 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, texDepthStencilMany, 0, 0);
143 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, texDepthStencilMany, 0, 0);
144 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
145 "attaching a depth_stencil 2d array texture level 0 to a framebuffer should succeed.");
146 checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]);
147 shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", texDepthStencilMany);
148 gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, texDepthStencilMany, 0, 1);
149 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
150 "attaching a 2d array texture level 0 to depth and layer 1 to stencil attachment of a framebuffer should succeed.");
151 // "Depth and stencil attachments, if present, are the same image." If not, then "FRAMEBUFFER_UNSUPPORTED".
152 checkFramebuffer([gl.FRAMEBUFFER_UNSUPPORTED]);
153 shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", texDepthStencilMany);
155 // Clean up
156 gl.deleteTexture(tex3d);
157 gl.deleteTexture(texDepthStencil);
158 gl.deleteTexture(tex2d);
159 gl.deleteFramebuffer(fb);
160 gl.deleteFramebuffer(fbDepthStencil);
163 description("This tests framebufferTextureLayer.");
165 shouldBeNonNull("gl = wtu.create3DContext(undefined, undefined, 2)");
167 testFramebufferTextureLayer();
169 debug("");
170 var successfullyParsed = true;
171 </script>
172 <script src="../../js/js-test-post.js"></script>
174 </body>
175 </html>