Backed out changeset 7272b7396c78 (bug 1932758) for causing fenix debug failures...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance2 / rendering / draw-buffers.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 Draw Buffers Conformance Tests</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 <script src="../../js/tests/webgl-draw-buffers-utils.js"></script>
16 </head>
17 <body>
18 <div id="description"></div>
19 <canvas id="canvas" width="64" height="64"> </canvas>
20 <div id="console"></div>
21 <script id="vshaderESSL3" type="x-shader/x-vertex">#version 300 es
22 in vec4 a_position;
23 void main() {
24 gl_Position = a_position;
26 </script>
27 <script id="vshaderESSL1" type="x-shader/x-vertex">
28 attribute vec4 a_position;
29 void main() {
30 gl_Position = a_position;
32 </script>
33 <script id="fshader" type="x-shader/x-fragment">#version 300 es
34 precision mediump float;
35 uniform vec4 u_colors[$(numDrawingBuffers)];
37 // Only one out variable - does not need explicit output layout (ESSL 3 section 4.3.8.2)
38 out vec4 my_FragData[$(numDrawingBuffers)];
39 void main() {
40 $(assignUColorsToFragData)
42 </script>
43 <script id="fshaderDiscard" type="x-shader/x-fragment">#version 300 es
44 precision mediump float;
45 uniform vec4 u_colors[$(numDrawingBuffers)];
46 uniform float u_zero;
48 // Only one out variable - does not need explicit output layout (ESSL 3 section 4.3.8.2)
49 out vec4 my_FragData[$(numDrawingBuffers)];
50 void main() {
51 $(assignUColorsToFragData)
52 if (u_zero < 1.0) {
53 discard;
56 </script>
57 <script id="fshaderRed" type="x-shader/x-fragment">#version 300 es
58 precision mediump float;
60 out vec4 my_FragColor;
61 void main() {
62 my_FragColor = vec4(1, 0, 0, 1);
64 </script>
65 <script id="fshaderBlueESSL1" type="x-shader/x-fragment">
66 precision mediump float;
68 void main() {
69 gl_FragColor = vec4(0, 0, 1, 1);
71 </script>
72 <script id="fshaderBuiltInConstEnabled" type="x-shader/x-fragment">#version 300 es
73 precision mediump float;
75 out vec4 my_FragColor;
76 void main() {
77 my_FragColor = (gl_MaxDrawBuffers == $(numDrawingBuffers)) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
79 </script>
80 <script>
81 "use strict";
82 description("This test verifies the functionality of Multiple Render Targets.");
84 debug("");
86 var wtu = WebGLTestUtils;
87 var canvas = document.getElementById("canvas");
88 var gl = wtu.create3DContext(canvas, null, 2);
89 var drawBuffersUtils;
90 let fb;
92 if (!gl) {
93 testFailed("WebGL context does not exist");
94 } else {
95 testPassed("WebGL context exists");
96 drawBuffersUtils = WebGLDrawBuffersUtils(gl);
98 if (testParameters()) {
99 runShadersTest();
100 runAttachmentTest();
101 runDrawTests();
104 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
107 function createDrawBuffersProgram(scriptId, sub) {
108 var fsource = wtu.getScript(scriptId);
109 fsource = wtu.replaceParams(fsource, sub);
110 return wtu.setupProgram(gl, ["vshaderESSL3", fsource], ["a_position"], undefined, true);
113 function runShadersTest() {
114 debug("");
115 debug("test shaders");
117 var sub = {numDrawingBuffers: gl.getParameter(gl.MAX_DRAW_BUFFERS)};
118 var program = createDrawBuffersProgram("fshaderBuiltInConstEnabled", sub);
119 wtu.setupUnitQuad(gl);
120 wtu.clearAndDrawUnitQuad(gl);
121 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
122 gl.deleteProgram(program);
123 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
126 function makeArray(size, value) {
127 var array = []
128 for (var ii = 0; ii < size; ++ii) {
129 array.push(value);
131 return array;
134 function runAttachmentTest() {
135 debug("");
136 debug("test attachment enabled");
138 var maxDrawingBuffers = gl.getParameter(gl.MAX_DRAW_BUFFERS);
139 var maxColorAttachments = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS);
141 var tex = gl.createTexture();
142 fb = gl.createFramebuffer();
143 gl.bindTexture(gl.TEXTURE_2D, tex);
144 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
145 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + maxColorAttachments, gl.TEXTURE_2D, tex, 0);
146 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "should not be able to attach pass the max attachment point: gl.COLOR_ATTACHMENT0 + " + maxColorAttachments);
147 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + maxColorAttachments - 1, gl.TEXTURE_2D, tex, 0);
148 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to attach to the max attachment point: gl.COLOR_ATTACHMENT0 + " + (maxColorAttachments - 1));
149 gl.drawBuffers(makeArray(maxDrawingBuffers, gl.NONE));
150 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call drawBuffers with array NONE of size " + maxColorAttachments);
151 var bufs = drawBuffersUtils.makeColorAttachmentArray(maxDrawingBuffers);
152 gl.drawBuffers(bufs);
153 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call drawBuffers with array attachments of size " + maxColorAttachments);
154 bufs[0] = gl.NONE;
155 gl.drawBuffers(bufs);
156 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call drawBuffers with mixed array attachments of size " + maxColorAttachments);
157 if (maxDrawingBuffers > 1) {
158 bufs[0] = gl.COLOR_ATTACHMENT1;
159 bufs[1] = gl.COLOR_ATTACHMENT0;
160 gl.drawBuffers(bufs);
161 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "should not be able to call drawBuffers with out of order attachments of size " + maxColorAttachments);
162 var bufs = drawBuffersUtils.makeColorAttachmentArray(Math.floor(maxDrawingBuffers / 2));
163 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call drawBuffers with short array of attachments of size " + bufs.length);
166 gl.deleteFramebuffer(fb);
167 gl.deleteTexture(tex);
168 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
170 debug("Testing drawBuffers and getParameter with bindFramebuffer, without drawing.");
171 fb = gl.createFramebuffer();
172 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
173 shouldBe("gl.getParameter(gl.DRAW_BUFFER0)", "gl.COLOR_ATTACHMENT0");
174 shouldBe("gl.getParameter(gl.DRAW_BUFFER0+1)", "gl.NONE");
175 wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawBuffers([gl.NONE])");
176 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
177 shouldBe("gl.getParameter(gl.DRAW_BUFFER0)", "gl.BACK");
178 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
179 shouldBe("gl.getParameter(gl.DRAW_BUFFER0)", "gl.NONE");
181 wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawBuffers([gl.NONE,gl.COLOR_ATTACHMENT0+1])");
182 shouldBe("gl.getParameter(gl.DRAW_BUFFER0)", "gl.NONE");
183 shouldBe("gl.getParameter(gl.DRAW_BUFFER0+1)", "gl.COLOR_ATTACHMENT0+1");
185 wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawBuffers([gl.COLOR_ATTACHMENT0,gl.COLOR_ATTACHMENT0+1])");
186 shouldBe("gl.getParameter(gl.DRAW_BUFFER0)", "gl.COLOR_ATTACHMENT0");
187 shouldBe("gl.getParameter(gl.DRAW_BUFFER0+1)", "gl.COLOR_ATTACHMENT0+1");
189 wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteFramebuffer(fb)");
190 shouldBe("gl.getParameter(gl.DRAW_BUFFER0)", "gl.BACK");
193 function makeColorByIndex(index) {
194 var low = (index - 1) % 15 + 1;
195 var high = (index - 1) / 15;
197 var zeroOrOne = function(v) {
198 return v ? 1 : 0;
201 var oneOrTwo = function(v) {
202 return v ? 2 : 1;
205 var makeComponent = function(b0, b1, b2) {
206 return Math.floor(255 * zeroOrOne(b0) / oneOrTwo(b1) / oneOrTwo(b2));
208 return [
209 makeComponent(low & (1 << 0), high & (1 << 0), high & (1 << 4)),
210 makeComponent(low & (1 << 1), high & (1 << 1), high & (1 << 5)),
211 makeComponent(low & (1 << 2), high & (1 << 2), high & (1 << 6)),
212 makeComponent(low & (1 << 3), high & (1 << 3), high & (1 << 7)),
216 function runDrawTests() {
217 debug("");
218 debug("--------- draw tests -----------");
219 var fb = gl.createFramebuffer();
220 var fb2 = gl.createFramebuffer();
221 var halfFB1 = gl.createFramebuffer();
222 var halfFB2 = gl.createFramebuffer();
223 var endsFB = gl.createFramebuffer();
224 var middleFB = gl.createFramebuffer();
226 var maxDrawingBuffers = gl.getParameter(gl.MAX_DRAW_BUFFERS);
227 var maxUsable = drawBuffersUtils.getMaxUsableColorAttachments();
228 var half = Math.floor(maxUsable / 2);
229 var bufs = drawBuffersUtils.makeColorAttachmentArray(maxUsable);
230 var nones = makeArray(maxUsable, gl.NONE);
232 [fb, fb2, halfFB1, halfFB2, endsFB, middleFB].forEach(function(fbo) {
233 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
234 gl.drawBuffers(bufs);
237 var checkProgram = wtu.setupTexturedQuad(gl);
238 var redProgram = wtu.setupProgram(gl, ["vshaderESSL3", "fshaderRed"], ["a_position"]);
239 var blueProgramESSL1 = wtu.setupProgram(gl, ["vshaderESSL1", "fshaderBlueESSL1"], ["a_position"]);
241 var assignCode = [];
242 for (var i = 0; i < maxDrawingBuffers; ++i) {
243 assignCode.push(" my_FragData[" + i + "] = u_colors[" + i + "];");
246 var drawProgram = createDrawBuffersProgram("fshader",
247 {numDrawingBuffers: maxDrawingBuffers, assignUColorsToFragData: assignCode.join("\n")});
248 var width = 64;
249 var height = 64;
250 var attachments = [];
251 // Makes 6 framebuffers.
252 // fb and fb2 have all the attachments.
253 // halfFB1 has the first half of the attachments
254 // halfFB2 has the second half of the attachments
255 // endsFB has the first and last attachments
256 // middleFB has all but the first and last attachments
257 for (var ii = 0; ii < maxUsable; ++ii) {
258 var tex = gl.createTexture();
259 gl.bindTexture(gl.TEXTURE_2D, tex);
260 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
261 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
262 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
263 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
264 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
265 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
266 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + ii, gl.TEXTURE_2D, tex, 0);
267 gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
268 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + ii, gl.TEXTURE_2D, tex, 0);
269 gl.bindFramebuffer(gl.FRAMEBUFFER, ii < half ? halfFB1 : halfFB2);
270 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + ii, gl.TEXTURE_2D, tex, 0);
271 gl.bindFramebuffer(gl.FRAMEBUFFER, (ii == 0 || ii == (maxUsable - 1)) ? endsFB : middleFB);
272 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + ii, gl.TEXTURE_2D, tex, 0);
273 var location = gl.getUniformLocation(drawProgram, "u_colors[" + ii + "]");
274 var color = makeColorByIndex(ii + 1);
275 var floatColor = [color[0] / 255, color[1] / 255, color[2] / 255, color[3] / 255];
276 gl.uniform4fv(location, floatColor);
277 attachments.push({
278 texture: tex,
279 color: color
282 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
283 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
284 gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
285 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
287 var drawAndCheckAttachments = function(testFB, msg, testFn) {
288 debug("test clearing " + msg);
290 gl.bindFramebuffer(gl.FRAMEBUFFER, testFB);
292 attachments.forEach(function(attachment, index) {
293 debug("attachment: " + index + " = " + wtu.glEnumToString(gl, gl.getParameter(gl.DRAW_BUFFER0 + index)) +
294 ", " + wtu.glEnumToString(gl, gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + index, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)));
297 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
298 debug("framebuffer not complete");
299 debug("");
300 return;
303 // Clear all the attachments
304 gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
305 gl.clearColor(0, 0, 0, 0);
306 gl.clear(gl.COLOR_BUFFER_BIT);
307 //drawBuffersUtils.checkAttachmentsForColorFn(attachments, function(attachment, index) {
308 // return [0, 0, 0, 0];
309 //});
310 //debug("--");
312 // Clear some attachments using testFB
313 gl.bindFramebuffer(gl.FRAMEBUFFER, testFB);
315 gl.clearColor(0, 1, 0, 1);
316 gl.clear(gl.COLOR_BUFFER_BIT);
317 drawBuffersUtils.checkAttachmentsForColorFn(attachments, function(attachment, index) {
318 return testFn(attachment, index) ? [0, 255, 0, 255] : [0, 0, 0, 0];
321 debug("test drawing to " + msg);
323 // Draw to some attachments using testFB
324 gl.useProgram(drawProgram);
325 gl.bindFramebuffer(gl.FRAMEBUFFER, testFB);
326 wtu.drawUnitQuad(gl);
328 drawBuffersUtils.checkAttachmentsForColorFn(attachments, function(attachment, index) {
329 return testFn(attachment, index) ? attachment.color : [0, 0, 0, 0];
333 gl.useProgram(drawProgram);
334 gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
335 gl.drawBuffers(bufs);
336 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
337 gl.drawBuffers(bufs);
339 wtu.drawUnitQuad(gl);
341 debug("test that each texture got the correct color.");
343 drawBuffersUtils.checkAttachmentsForColor(attachments);
345 debug("test clearing clears all the textures");
346 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
347 gl.clearColor(0, 1, 0, 1);
348 gl.clear(gl.COLOR_BUFFER_BIT);
350 drawBuffersUtils.checkAttachmentsForColor(attachments, [0, 255, 0, 255]);
352 debug("test that NONE draws nothing");
353 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
354 gl.drawBuffers(nones);
355 gl.useProgram(redProgram);
356 wtu.clearAndDrawUnitQuad(gl);
358 drawBuffersUtils.checkAttachmentsForColor(attachments, [0, 255, 0, 255]);
360 // GLES3 spec section 3.9.2 Shader Outputs
361 debug("test that gl_FragColor only writes to color number zero");
362 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
363 gl.drawBuffers(bufs);
364 gl.useProgram(blueProgramESSL1);
366 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
367 wtu.drawUnitQuad(gl);
368 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Active draw buffers with missing frag outputs.");
369 gl.enable(gl.RASTERIZER_DISCARD);
370 wtu.drawUnitQuad(gl);
371 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors when RASTERIZER_DISCARD is enabled.");
372 gl.disable(gl.RASTERIZER_DISCARD);
373 gl.colorMask(false, false, false, false);
374 wtu.drawUnitQuad(gl);
375 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors when all 4 channels of color mask are disabled.");
376 gl.colorMask(false, true, false, false);
377 wtu.drawUnitQuad(gl);
378 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "partially diabled color mask shall have no impact.");
379 gl.colorMask(true, true, true, true);
381 gl.drawBuffers([gl.COLOR_ATTACHMENT0]);
382 wtu.drawUnitQuad(gl);
384 drawBuffersUtils.checkAttachmentsForColorFn(attachments, function(attachment, index) {
385 return (index == 0) ? [0, 0, 255, 255] : [0, 255, 0, 255];
388 // If there is only a single output, the location defaults to zero if not specified.
389 // See GLSL ES Spec 3.00.4, Section 4.3.8.2, Output Layout Qualifiers.
390 debug("test that an OpenGL ES Shading Language 3.00 shader with a single output color defaults to color number zero");
391 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
392 gl.drawBuffers(bufs);
393 gl.useProgram(redProgram);
395 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
396 wtu.drawUnitQuad(gl);
397 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Active draw buffers with missing frag outputs.");
399 gl.drawBuffers([gl.COLOR_ATTACHMENT0]);
400 wtu.drawUnitQuad(gl);
402 drawBuffersUtils.checkAttachmentsForColorFn(attachments, function(attachment, index) {
403 return (index == 0) ? [255, 0, 0, 255] : [0, 255, 0, 255];
406 if (maxUsable > 1) {
407 // Prepare for following tests by clearing all attachments to red.
408 debug("prepare by clearing all attachments to red");
409 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
410 gl.drawBuffers(bufs);
411 gl.clearColor(1, 0, 0, 1);
412 gl.clear(gl.COLOR_BUFFER_BIT);
413 drawBuffersUtils.checkAttachmentsForColor(attachments, [255, 0, 0, 255]);
415 var bufs1 = drawBuffersUtils.makeColorAttachmentArray(maxUsable);
416 var bufs2 = drawBuffersUtils.makeColorAttachmentArray(maxUsable);
417 for (var ii = 0; ii < maxUsable; ++ii) {
418 if (ii < half) {
419 bufs1[ii] = gl.NONE;
420 } else {
421 bufs2[ii] = gl.NONE;
425 debug("test setting first half to NONE and clearing");
427 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
428 gl.drawBuffers(bufs1);
429 gl.clearColor(0, 1, 0, 1);
430 gl.clear(gl.COLOR_BUFFER_BIT);
432 drawBuffersUtils.checkAttachmentsForColorFn(attachments, function(attachment, index) {
433 return index < half ? [255, 0, 0, 255] : [0, 255, 0, 255];
436 debug("test setting first half to NONE and drawing");
438 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
439 gl.useProgram(drawProgram);
440 wtu.drawUnitQuad(gl);
442 drawBuffersUtils.checkAttachmentsForColorFn(attachments, function(attachment, index) {
443 return index < half ? [255, 0, 0, 255] : attachment.color;
446 debug("test setting second half to NONE and clearing");
448 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
449 gl.drawBuffers(bufs);
450 gl.clearColor(1, 0, 0, 1);
451 gl.clear(gl.COLOR_BUFFER_BIT);
452 gl.drawBuffers(bufs2);
453 gl.clearColor(0, 0, 1, 1);
454 gl.clear(gl.COLOR_BUFFER_BIT);
455 drawBuffersUtils.checkAttachmentsForColorFn(attachments, function(attachment, index) {
456 return index < half ? [0, 0, 255, 255] : [255, 0, 0, 255];
459 debug("test setting second half to NONE and drawing");
461 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
462 gl.useProgram(drawProgram);
463 wtu.drawUnitQuad(gl);
465 drawBuffersUtils.checkAttachmentsForColorFn(attachments, function(attachment, index) {
466 return index < half ? attachment.color : [255, 0, 0, 255];
469 gl.bindFramebuffer(gl.FRAMEBUFFER, halfFB1);
470 gl.drawBuffers(bufs);
471 drawAndCheckAttachments(
472 halfFB1, "framebuffer that only has first half of attachments",
473 function(attachment, index) {
474 return index < half;
477 gl.bindFramebuffer(gl.FRAMEBUFFER, halfFB2);
478 gl.drawBuffers(bufs);
479 drawAndCheckAttachments(
480 halfFB2, "framebuffer that only has second half of attachments",
481 function(attachment, index) {
482 return index >= half;
485 if (maxUsable > 2) {
486 gl.bindFramebuffer(gl.FRAMEBUFFER, endsFB);
487 gl.drawBuffers(bufs);
488 drawAndCheckAttachments(
489 endsFB, "framebuffer that only has first and last attachments",
490 function(attachment, index) {
491 return index == 0 || index == (maxUsable - 1);
494 gl.bindFramebuffer(gl.FRAMEBUFFER, middleFB);
495 gl.drawBuffers(bufs);
496 drawAndCheckAttachments(
497 middleFB,
498 "framebuffer that has all but the first and last attachments",
499 function(attachment, index) {
500 return index != 0 && index != (maxUsable - 1);
505 debug("test switching between fbos keeps drawbuffer state");
506 gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
507 gl.drawBuffers(nones);
509 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
510 gl.drawBuffers(bufs);
511 gl.clearColor(1, 0, 0, 1);
512 gl.clear(gl.COLOR_BUFFER_BIT);
513 drawBuffersUtils.checkAttachmentsForColor(attachments, [255, 0, 0, 255]);
515 gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
516 gl.useProgram(drawProgram);
517 wtu.drawUnitQuad(gl);
518 drawBuffersUtils.checkAttachmentsForColor(attachments, [255, 0, 0, 255]);
520 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
521 gl.useProgram(drawProgram);
522 wtu.drawUnitQuad(gl);
523 drawBuffersUtils.checkAttachmentsForColor(attachments);
525 debug("test that none of the attachments are written in case the fragment shader discards");
526 var discardProgram = createDrawBuffersProgram("fshaderDiscard",
527 {numDrawingBuffers: maxDrawingBuffers, assignUColorsToFragData: assignCode.join("\n")});
528 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
529 gl.drawBuffers(bufs);
530 gl.clearColor(0, 0, 0, 0);
531 gl.clear(gl.COLOR_BUFFER_BIT);
532 gl.useProgram(discardProgram);
533 wtu.drawUnitQuad(gl);
534 drawBuffersUtils.checkAttachmentsForColor(attachments, [0, 0, 0, 0]);
536 debug("test queries");
537 debug("check framebuffer with all attachments on");
538 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
539 for (var ii = 0; ii < maxUsable; ++ii) {
540 shouldBe("gl.getParameter(gl.DRAW_BUFFER0 + " + ii + ")", "gl.COLOR_ATTACHMENT0 + " + ii);
543 debug("check framebuffer with all attachments off");
544 gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
545 for (var ii = 0; ii < maxUsable; ++ii) {
546 shouldBe("gl.getParameter(gl.DRAW_BUFFER0 + " + ii + ")", "gl.NONE");
549 // WebGL generates FRAMEBUFFER_INCOMPLETE_DIMENSIONS when attached images have different sizes.
550 // This behavior differs from GLES 3.
551 debug("");
552 debug("test attachment size mis-match");
553 gl.bindTexture(gl.TEXTURE_2D, attachments[0].texture);
554 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width * 2, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
555 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
556 shouldBeTrue("gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
557 gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
558 shouldBeTrue("gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
560 // TODO: Rendering when framebuffer attachments have mismatched size should be tested, maybe in a separate test.
562 gl.deleteFramebuffer(fb);
563 gl.deleteFramebuffer(fb2);
564 gl.deleteFramebuffer(halfFB1);
565 gl.deleteFramebuffer(halfFB2);
566 attachments.forEach(function(attachment) {
567 gl.deleteTexture(attachment.texture);
569 gl.deleteProgram(checkProgram);
570 gl.deleteProgram(redProgram);
571 gl.deleteProgram(drawProgram);
574 function testParameters() {
575 debug("");
576 debug("check that MAX_DRAW_BUFFERS and MAX_COLOR_ATTACHMENTS are valid");
577 var maxDrawBuffers = gl.getParameter(gl.MAX_DRAW_BUFFERS);
578 var maxColorAttachments = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS);
579 debug("MAX_DRAW_BUFFERS = " + maxDrawBuffers);
580 debug("MAX_COLOR_ATTACHMENTS = " + maxColorAttachments);
581 if (maxDrawBuffers != maxColorAttachments) {
582 testFailed("MAX_DRAW_BUFFERS and MAX_COLOR_ATTACHMENTS should be the same");
583 return false;
585 if (maxDrawBuffers < 4) {
586 testFailed("MAX_DRAW_BUFFERS should be at least 4");
587 return false;
589 return true;
592 debug("");
593 var successfullyParsed = true;
594 </script>
595 <script src="../../js/js-test-post.js"></script>
597 </body>
598 </html>