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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/feedback-loop.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/feedback-loop.html | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/feedback-loop.html b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/feedback-loop.html new file mode 100644 index 000000000..a9e3c0b14 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/feedback-loop.html @@ -0,0 +1,125 @@ +<!-- + +/* +** Copyright (c) 2014 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 Rendering Feedback Loop</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="example" width="1" height="1" style="width: 40px; height: 40px;"></canvas> + <div id="description"></div> + <div id="console"></div> + + <script id="vs" type="text/something-not-javascript"> + attribute vec4 a_position; + attribute vec2 a_texCoord; + varying vec2 v_texCoord; + void main() { + gl_Position = a_position; + v_texCoord = a_texCoord; + } + </script> + <script id="fs" type="text/something-not-javascript"> + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D u_texture; + void main() { + // Shader swizzles color channels so we can tell if the draw succeeded. + gl_FragColor = texture2D(u_texture, v_texCoord).gbra; + } + </script> + <script> + "use strict"; + description("Checks that rendering feedback loops fail correctly."); + var wtu = WebGLTestUtils; + var gl = wtu.create3DContext("example"); + + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, + new Uint8Array([255, 0, 0, 255])); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); + + var framebuffer = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); + + assertMsg(gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE, + "framebuffer should be FRAMEBUFFER_COMPLETE."); + + var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vTexCoord"]); + gl.uniform1i(gl.getUniformLocation(program, "u_texture"), 0); + gl.disable(gl.BLEND); + gl.disable(gl.DEPTH_TEST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initWebGL"); + + // Drawing with a texture that is also bound to the current framebuffer should fail + var bufferObjects = wtu.setupUnitQuad(gl, 0, 1); + gl.bindTexture(gl.TEXTURE_2D, texture); + wtu.drawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "after draw with invalid feedback loop"); + + // Ensure that the texture contents did not change after the previous render + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); + wtu.checkCanvas(gl, [0, 0, 255, 255], "Should be blue."); + + // Drawing when texture is bound to an inactive uniform should succeed + var texture2 = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture2); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, + new Uint8Array([0, 255, 0, 255])); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); + gl.activeTexture(gl.TEXTURE1); + gl.bindTexture(gl.TEXTURE_2D, texture); + wtu.drawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw where framebuffer texture is bound to inactive texture unit"); + wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red."); + + var successfullyParsed = true; + </script> + + <script src="../../js/js-test-post.js"></script> + + </body> +</html> |