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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/framebuffer-texture-layer.html
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
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+<!--
+
+/*
+** Copyright (c) 2015 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL FramebufferTextureLayer 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>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="2" height="2"> </canvas>
+
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+var gl;
+var canvas = document.getElementById("canvas");
+
+function numLevelsFromSize(size) {
+ var levels = 0;
+ while ((size >> levels) > 0) {
+ ++levels;
+ }
+ return levels;
+}
+
+function checkFramebuffer(expected) {
+ var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ if (expected.indexOf(actual) < 0) {
+ var msg = "checkFramebufferStatus expects [";
+ for (var index = 0; index < expected.length; ++index) {
+ msg += wtu.glEnumToString(gl, expected[index]);
+ if (index + 1 < expected.length)
+ msg += ", ";
+ }
+ msg += "], was " + wtu.glEnumToString(gl, actual);
+ testFailed(msg);
+ } else {
+ var msg = "checkFramebufferStatus got " + wtu.glEnumToString(gl, actual) +
+ " as expected";
+ testPassed(msg);
+ }
+}
+
+function testFramebufferTextureLayer() {
+ debug("");
+ debug("Checking FramebufferTextureLayer stuff.");
+
+ var tex3d = gl.createTexture();
+ var fb = gl.createFramebuffer();
+ gl.bindTexture(gl.TEXTURE_3D, tex3d);
+ gl.texImage3D(gl.TEXTURE_3D,
+ 0, // level
+ gl.RGBA, // internalFormat
+ 1, // width
+ 1, // height
+ 1, // depth
+ 0, // border
+ gl.RGBA, // format
+ gl.UNSIGNED_BYTE, // type
+ new Uint8Array([0xff, 0x00, 0x00, 0x00])); // data
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "attaching a texture to default framebuffer should generate INVALID_OPERATION.");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "attaching a texture to a framebuffer should succeed.");
+ checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]);
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, null, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "detaching a texture from a framebuffer should succeed.");
+
+ var maxTexSize = gl.getParameter(gl.MAX_3D_TEXTURE_SIZE);
+ var maxLevels = numLevelsFromSize(maxTexSize);
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, maxLevels - 1, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "calling framebufferTextureLayer with an appropriate mipmap level should succeed.");
+ checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT]);
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, maxLevels, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
+ "calling framebufferTextureLayer with a mipmap level out of range should generate INVALID_VALUE.");
+
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, -1);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
+ "calling framebufferTextureLayer with a negative texture layer should generate INVALID_VALUE.");
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, maxTexSize);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
+ "calling framebufferTextureLayer with a texture layer out of range should generate INVALID_VALUE.");
+
+ var tex2d = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex2d);
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex2d, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "attaching a 2d texture to a framebuffer should generate INVALID_OPERATION.");
+
+ var texDepthStencil = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D_ARRAY, texDepthStencil);
+ var fbDepthStencil = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbDepthStencil);
+ gl.texImage3D(gl.TEXTURE_2D_ARRAY,
+ 0, // level
+ gl.DEPTH24_STENCIL8, // internalFormat
+ 1, // width
+ 1, // height
+ 1, // depth
+ 0, // border
+ gl.DEPTH_STENCIL, // format
+ gl.UNSIGNED_INT_24_8, // type
+ new Uint32Array([0])); // data
+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, texDepthStencil, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "attaching a depth_stencil texture to a framebuffer should succeed.");
+ checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]);
+
+ // Clean up
+ gl.deleteTexture(tex3d);
+ gl.deleteTexture(texDepthStencil);
+ gl.deleteTexture(tex2d);
+ gl.deleteFramebuffer(fb);
+ gl.deleteFramebuffer(fbDepthStencil);
+}
+
+description("This tests framebufferTextureLayer.");
+
+shouldBeNonNull("gl = wtu.create3DContext(undefined, undefined, 2)");
+
+testFramebufferTextureLayer();
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>