Backed out changeset 8fc3326bce7f (bug 1943032) for causing failures at browser_tab_g...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance2 / rendering / framebuffer-mismatched-attachment-targets.html
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1 <!--
2 Copyright (c) 2020 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>WebGL2 can render to framebuffer attachments with different targets</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 id="vshader" type="x-shader/x-vertex">#version 300 es
16 void main(void) {
17 gl_Position = vec4(-0.5, -0.5, 0, 1);
18 gl_PointSize = 1.0;
20 </script>
21 <script id="fshader" type="x-shader/x-fragment">#version 300 es
22 precision mediump float;
23 out vec4 outColor;
24 void main() {
25 outColor = vec4(0, 1, 0, 1);
27 </script>
28 </head>
29 <body>
30 <canvas id="example" width="1", height="1"></canvas>
31 <div id="description"></div>
32 <div id="console"></div>
33 <script>
34 "use strict";
35 debug("");
37 description("Test framebuffer attachments with different targets");
39 const wtu = WebGLTestUtils;
40 const gl = wtu.create3DContext("example", undefined, 2);
42 if (!gl) {
43 testFailed("WebGL context creation failed");
44 } else {
45 testPassed("WebGL context creation succeeded");
46 runTest();
49 function newResource(target, mipLevels, format, size) {
50 let ret;
51 switch (target) {
52 case gl.RENDERBUFFER: {
53 ret = gl.createRenderbuffer();
54 ret.mips = [ ret ];
55 for (let i = 1; i < mipLevels; i++) {
56 ret.mips.push(gl.createRenderbuffer());
58 for (const i in ret.mips) {
59 const rb = ret.mips[i];
60 gl.bindRenderbuffer(target, rb);
61 gl.renderbufferStorage(target, format, size>>i, size>>i);
63 ret.attach = (attachEnum, mipLevel) => {
64 const rb = ret.mips[mipLevel];
65 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachEnum, gl.RENDERBUFFER, rb);
67 break;
69 case gl.TEXTURE_2D:
70 case gl.TEXTURE_CUBE_MAP: {
71 ret = gl.createTexture();
72 gl.bindTexture(target, ret);
73 gl.texStorage2D(target, mipLevels, format, size, size);
74 let imageTarget = target;
75 if (imageTarget == gl.TEXTURE_CUBE_MAP) {
76 imageTarget = gl.TEXTURE_CUBE_MAP_POSITIVE_X+2; // Deliberately don't choose the first image.
78 ret.attach = (attachEnum, mipLevel) => {
79 gl.framebufferTexture2D(gl.FRAMEBUFFER, attachEnum, imageTarget, ret, mipLevel);
81 break;
83 case gl.TEXTURE_3D:
84 case gl.TEXTURE_2D_ARRAY: {
85 ret = gl.createTexture();
86 gl.bindTexture(target, ret);
87 gl.texStorage3D(target, mipLevels, format, size, size, 1);
88 ret.attach = (attachEnum, mipLevel) => {
89 gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachEnum, ret, mipLevel, 0);
91 break;
93 default:
94 throw new Error();
96 ret.target = wtu.glEnumToString(gl, target);
97 ret.format = wtu.glEnumToString(gl, format);
98 return ret;
101 function runTest() {
102 const MIP_LEVELS = 2;
103 const SIZE = 2;
105 gl.clearColor(1, 0, 0, 1);
107 const program = wtu.setupProgram(gl, ['vshader','fshader'], [], console.log.bind(console));
108 gl.useProgram(program);
110 const colorResList = [
111 newResource(gl.RENDERBUFFER, MIP_LEVELS, gl.RGBA8, SIZE),
112 newResource(gl.TEXTURE_2D, MIP_LEVELS, gl.RGBA8, SIZE),
113 newResource(gl.TEXTURE_CUBE_MAP, MIP_LEVELS, gl.RGBA8, SIZE),
114 newResource(gl.TEXTURE_3D, MIP_LEVELS, gl.RGBA8, SIZE),
115 newResource(gl.TEXTURE_2D_ARRAY, MIP_LEVELS, gl.RGBA8, SIZE),
118 const depthResList = [
119 newResource(gl.RENDERBUFFER, MIP_LEVELS, gl.DEPTH_COMPONENT16, SIZE),
120 newResource(gl.TEXTURE_2D, MIP_LEVELS, gl.DEPTH_COMPONENT16, SIZE),
121 newResource(gl.TEXTURE_CUBE_MAP, MIP_LEVELS, gl.DEPTH_COMPONENT16, SIZE),
122 //newResource(gl.TEXTURE_3D, MIP_LEVELS, gl.DEPTH_COMPONENT16, SIZE), // Depth formats forbidden for TEXTURE_3D.
123 newResource(gl.TEXTURE_2D_ARRAY, MIP_LEVELS, gl.DEPTH_COMPONENT16, SIZE),
126 const fb = gl.createFramebuffer();
127 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
128 for (const color of colorResList) {
129 for (const depth of depthResList) {
130 debug(`\ncolor: ${color.target}; depth: ${depth.target}`);
131 for (let mipLevel = 0; mipLevel < MIP_LEVELS; mipLevel++) {
132 debug(`mipLevel: ${mipLevel}`);
133 color.attach(gl.COLOR_ATTACHMENT0, mipLevel);
134 depth.attach(gl.DEPTH_ATTACHMENT, mipLevel);
135 const maybeStatus = wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, [gl.FRAMEBUFFER_COMPLETE, gl.FRAMEBUFFER_UNSUPPORTED]);
136 if (!maybeStatus || maybeStatus[0] != gl.FRAMEBUFFER_COMPLETE) {
137 continue;
140 gl.clear(gl.COLOR_BUFFER_BIT);
141 wtu.checkCanvas(gl, [255, 0, 0, 255], `framebuffer layer ${mipLevel} should be cleared red`);
143 gl.drawArrays(gl.POINTS, 0, 1);
144 wtu.checkCanvas(gl, [0, 255, 0, 255], `framebuffer layer ${mipLevel} should be drawn green`);
146 wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors`);
151 // make sure we were not rendering to the canvas.
152 gl.bindFramebuffer(gl.FRAMEBUFFER, null)
153 wtu.checkCanvas(gl, [0, 0, 0, 0], "canvas should be zero");
156 debug("");
157 var successfullyParsed = true;
158 </script>
159 <script src="../../js/js-test-post.js"></script>
161 </body>
162 </html>