summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers.html
diff options
context:
space:
mode:
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers.html')
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers.html581
1 files changed, 581 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers.html
new file mode 100644
index 000000000..b09491b6b
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers.html
@@ -0,0 +1,581 @@
+<!--
+
+/*
+** Copyright (c) 2013 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 Draw Buffers Conformance Tests</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>
+<canvas id="canvas" width="64" height="64"> </canvas>
+<div id="console"></div>
+<script id="vshaderESSL3" type="x-shader/x-vertex">#version 300 es
+in vec4 a_position;
+void main() {
+ gl_Position = a_position;
+}
+</script>
+<script id="vshaderESSL1" type="x-shader/x-vertex">
+attribute vec4 a_position;
+void main() {
+ gl_Position = a_position;
+}
+</script>
+<script id="fshader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+uniform vec4 u_colors[$(numDrawingBuffers)];
+
+// Only one out variable - does not need explicit output layout (ESSL 3 section 4.3.8.2)
+out vec4 my_FragData[$(numDrawingBuffers)];
+void main() {
+$(assignUColorsToFragData)
+}
+</script>
+<script id="fshaderRed" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+void main() {
+ my_FragColor = vec4(1, 0, 0, 1);
+}
+</script>
+<script id="fshaderBlueESSL1" type="x-shader/x-fragment">
+precision mediump float;
+
+void main() {
+ gl_FragColor = vec4(0, 0, 1, 1);
+}
+</script>
+<script id="fshaderBuiltInConstEnabled" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+void main() {
+ my_FragColor = (gl_MaxDrawBuffers == $(numDrawingBuffers)) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+</script>
+<script>
+"use strict";
+description("This test verifies the functionality of Multiple Render Targets.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var output = document.getElementById("console");
+var gl = wtu.create3DContext(canvas, null, 2);
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ if (testParameters()) {
+ runShadersTest();
+ runAttachmentTest();
+ runDrawTests();
+ }
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+}
+
+function createDrawBuffersProgram(scriptId, sub) {
+ var fsource = wtu.getScript(scriptId);
+ fsource = wtu.replaceParams(fsource, sub);
+ wtu.addShaderSource(output, "fragment shader", fsource);
+ return wtu.setupProgram(gl, ["vshaderESSL3", fsource], ["a_position"]);
+}
+
+function runShadersTest() {
+ debug("");
+ debug("test shaders");
+
+ var sub = {numDrawingBuffers: gl.getParameter(gl.MAX_DRAW_BUFFERS)};
+ var program = createDrawBuffersProgram("fshaderBuiltInConstEnabled", sub);
+ wtu.setupUnitQuad(gl);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
+ gl.deleteProgram(program);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+}
+
+function makeArray(size, value) {
+ var array = []
+ for (var ii = 0; ii < size; ++ii) {
+ array.push(value);
+ }
+ return array;
+}
+
+function makeColorAttachmentArray(size) {
+ var array = []
+ for (var ii = 0; ii < size; ++ii) {
+ array.push(gl.COLOR_ATTACHMENT0 + ii);
+ }
+ return array;
+}
+
+function runAttachmentTest() {
+ debug("");
+ debug("test attachment enabled");
+
+ var maxDrawingBuffers = gl.getParameter(gl.MAX_DRAW_BUFFERS);
+ var maxColorAttachments = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS);
+
+ var tex = gl.createTexture();
+ var fb = gl.createFramebuffer();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + maxColorAttachments, gl.TEXTURE_2D, tex, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "should not be able to attach pass the max attachment point: gl.COLOR_ATTACHMENT0 + " + maxColorAttachments);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + maxColorAttachments - 1, gl.TEXTURE_2D, tex, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to attach to the max attachment point: gl.COLOR_ATTACHMENT0 + " + (maxColorAttachments - 1));
+ gl.drawBuffers(makeArray(maxDrawingBuffers, gl.NONE));
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call drawBuffers with array NONE of size " + maxColorAttachments);
+ var bufs = makeColorAttachmentArray(maxDrawingBuffers);
+ gl.drawBuffers(bufs);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call drawBuffers with array attachments of size " + maxColorAttachments);
+ bufs[0] = gl.NONE;
+ gl.drawBuffers(bufs);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call drawBuffers with mixed array attachments of size " + maxColorAttachments);
+ if (maxDrawingBuffers > 1) {
+ bufs[0] = gl.COLOR_ATTACHMENT1;
+ bufs[1] = gl.COLOR_ATTACHMENT0;
+ gl.drawBuffers(bufs);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "should not be able to call drawBuffers with out of order attachments of size " + maxColorAttachments);
+ var bufs = makeColorAttachmentArray(Math.floor(maxDrawingBuffers / 2));
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call drawBuffers with short array of attachments of size " + bufs.length);
+ }
+
+ gl.deleteFramebuffer(fb);
+ gl.deleteTexture(tex);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+}
+
+function makeColorByIndex(index) {
+ var low = (index - 1) % 15 + 1;
+ var high = (index - 1) / 15;
+
+ var zeroOrOne = function(v) {
+ return v ? 1 : 0;
+ };
+
+ var oneOrTwo = function(v) {
+ return v ? 2 : 1;
+ }
+
+ var makeComponent = function(b0, b1, b2) {
+ return Math.floor(255 * zeroOrOne(b0) / oneOrTwo(b1) / oneOrTwo(b2));
+ };
+ return [
+ makeComponent(low & (1 << 0), high & (1 << 0), high & (1 << 4)),
+ makeComponent(low & (1 << 1), high & (1 << 1), high & (1 << 5)),
+ makeComponent(low & (1 << 2), high & (1 << 2), high & (1 << 6)),
+ makeComponent(low & (1 << 3), high & (1 << 3), high & (1 << 7)),
+ ];
+}
+
+function runDrawTests() {
+ debug("");
+ debug("--------- draw tests -----------");
+ var fb = gl.createFramebuffer();
+ var fb2 = gl.createFramebuffer();
+ var halfFB1 = gl.createFramebuffer();
+ var halfFB2 = gl.createFramebuffer();
+ var endsFB = gl.createFramebuffer();
+ var middleFB = gl.createFramebuffer();
+
+ var maxDrawingBuffers = gl.getParameter(gl.MAX_DRAW_BUFFERS);
+ var maxColorAttachments = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS);
+ var maxUniformVectors = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
+ var maxUsable = Math.min(maxDrawingBuffers, maxColorAttachments, maxUniformVectors);
+ var half = Math.floor(maxUsable / 2);
+ var bufs = makeColorAttachmentArray(maxUsable);
+ var nones = makeArray(maxUsable, gl.NONE);
+
+ [fb, fb2, halfFB1, halfFB2, endsFB, middleFB].forEach(function(fbo) {
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.drawBuffers(bufs);
+ });
+
+ var checkProgram = wtu.setupTexturedQuad(gl);
+ var redProgram = wtu.setupProgram(gl, ["vshaderESSL3", "fshaderRed"], ["a_position"]);
+ var blueProgramESSL1 = wtu.setupProgram(gl, ["vshaderESSL1", "fshaderBlueESSL1"], ["a_position"]);
+
+ var assignCode = [];
+ for (var i = 0; i < maxDrawingBuffers; ++i) {
+ assignCode.push(" my_FragData[" + i + "] = u_colors[" + i + "];");
+ }
+
+ var drawProgram = createDrawBuffersProgram("fshader",
+ {numDrawingBuffers: maxDrawingBuffers, assignUColorsToFragData: assignCode.join("\n")});
+ var width = 64;
+ var height = 64;
+ var attachments = [];
+ // Makes 6 framebuffers.
+ // fb and fb2 have all the attachments.
+ // halfFB1 has the first half of the attachments
+ // halfFB2 has the second half of the attachments
+ // endsFB has the first and last attachments
+ // middleFB has all but the first and last attachments
+ for (var ii = 0; ii < maxUsable; ++ii) {
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ 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, fb);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + ii, gl.TEXTURE_2D, tex, 0);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + ii, gl.TEXTURE_2D, tex, 0);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, ii < half ? halfFB1 : halfFB2);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + ii, gl.TEXTURE_2D, tex, 0);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, (ii == 0 || ii == (maxUsable - 1)) ? endsFB : middleFB);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + ii, gl.TEXTURE_2D, tex, 0);
+ var location = gl.getUniformLocation(drawProgram, "u_colors[" + ii + "]");
+ var color = makeColorByIndex(ii + 1);
+ var floatColor = [color[0] / 255, color[1] / 255, color[2] / 255, color[3] / 255];
+ gl.uniform4fv(location, floatColor);
+ attachments.push({
+ texture: tex,
+ location: location,
+ color: color
+ });
+ }
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
+
+ var checkAttachmentsForColorFn = function(attachments, colorFn) {
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ gl.useProgram(checkProgram);
+ attachments.forEach(function(attachment, index) {
+ gl.bindTexture(gl.TEXTURE_2D, attachment.texture);
+ wtu.clearAndDrawUnitQuad(gl);
+ var expectedColor = colorFn(attachment, index);
+ var tolerance = 0;
+ expectedColor.forEach(function(v) {
+ if (v != 0 && v != 255) {
+ tolerance = 8;
+ }
+ });
+ wtu.checkCanvas(gl, expectedColor, "attachment " + index + " should be " + expectedColor.toString(), tolerance);
+ });
+ debug("");
+ };
+
+ var checkAttachmentsForColor = function(attachments, color) {
+ checkAttachmentsForColorFn(attachments, function(attachment, index) {
+ return color || attachment.color;
+ });
+ };
+
+ var drawAndCheckAttachments = function(testFB, msg, testFn) {
+ debug("test clearing " + msg);
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, testFB);
+
+ attachments.forEach(function(attachment, index) {
+ debug("attachment: " + index + " = " + wtu.glEnumToString(gl, gl.getParameter(gl.DRAW_BUFFER0 + index)) +
+ ", " + wtu.glEnumToString(gl, gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + index, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)));
+ });
+
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ debug("framebuffer not complete");
+ debug("");
+ return;
+ }
+
+ // Clear all the attachments
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
+ gl.clearColor(0, 0, 0, 0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ //checkAttachmentsForColorFn(attachments, function(attachment, index) {
+ // return [0, 0, 0, 0];
+ //});
+ //debug("--");
+
+ // Clear some attachments using testFB
+ gl.bindFramebuffer(gl.FRAMEBUFFER, testFB);
+
+ gl.clearColor(0, 1, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ checkAttachmentsForColorFn(attachments, function(attachment, index) {
+ return testFn(attachment, index) ? [0, 255, 0, 255] : [0, 0, 0, 0];
+ });
+
+ debug("test drawing to " + msg);
+
+ // Draw to some attachments using testFB
+ gl.useProgram(drawProgram);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, testFB);
+ wtu.drawUnitQuad(gl);
+
+ checkAttachmentsForColorFn(attachments, function(attachment, index) {
+ return testFn(attachment, index) ? attachment.color : [0, 0, 0, 0];
+ });
+ };
+
+ gl.useProgram(drawProgram);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
+ gl.drawBuffers(bufs);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.drawBuffers(bufs);
+
+ wtu.drawUnitQuad(gl);
+
+ debug("test that each texture got the correct color.");
+
+ checkAttachmentsForColor(attachments);
+
+ debug("test clearing clears all the textures");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.clearColor(0, 1, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ checkAttachmentsForColor(attachments, [0, 255, 0, 255]);
+
+ debug("test that NONE draws nothing");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.drawBuffers(nones);
+ gl.useProgram(redProgram);
+ wtu.clearAndDrawUnitQuad(gl);
+
+ checkAttachmentsForColor(attachments, [0, 255, 0, 255]);
+
+ // GLES3 spec section 3.9.2 Shader Outputs
+ debug("test that gl_FragColor only writes to color number zero");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.drawBuffers(bufs);
+ gl.useProgram(blueProgramESSL1);
+ wtu.drawUnitQuad(gl);
+
+ checkAttachmentsForColorFn(attachments, function(attachment, index) {
+ return (index == 0) ? [0, 0, 255, 255] : [0, 255, 0, 255];
+ });
+
+ // If there is only a single output, the location defaults to zero if not specified.
+ // See GLSL ES Spec 3.00.4, Section 4.3.8.2, Output Layout Qualifiers.
+ debug("test that an OpenGL ES Shading Language 3.00 shader with a single output color defaults to color number zero");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.drawBuffers(bufs);
+ gl.useProgram(redProgram);
+ wtu.drawUnitQuad(gl);
+
+ checkAttachmentsForColorFn(attachments, function(attachment, index) {
+ return (index == 0) ? [255, 0, 0, 255] : [0, 255, 0, 255];
+ });
+
+ if (maxUsable > 1) {
+ // Prepare for following tests by clearing all attachments to red.
+ debug("prepare by clearing all attachments to red");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.drawBuffers(bufs);
+ gl.clearColor(1, 0, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ checkAttachmentsForColor(attachments, [255, 0, 0, 255]);
+
+ var bufs1 = makeColorAttachmentArray(maxUsable);
+ var bufs2 = makeColorAttachmentArray(maxUsable);
+ for (var ii = 0; ii < maxUsable; ++ii) {
+ if (ii < half) {
+ bufs1[ii] = gl.NONE;
+ } else {
+ bufs2[ii] = gl.NONE;
+ }
+ }
+
+ debug("test setting first half to NONE and clearing");
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.drawBuffers(bufs1);
+ gl.clearColor(0, 1, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ checkAttachmentsForColorFn(attachments, function(attachment, index) {
+ return index < half ? [255, 0, 0, 255] : [0, 255, 0, 255];
+ });
+
+ debug("test setting first half to NONE and drawing");
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.useProgram(drawProgram);
+ wtu.drawUnitQuad(gl);
+
+ checkAttachmentsForColorFn(attachments, function(attachment, index) {
+ return index < half ? [255, 0, 0, 255] : attachment.color;
+ });
+
+ debug("test setting second half to NONE and clearing");
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.drawBuffers(bufs);
+ gl.clearColor(1, 0, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawBuffers(bufs2);
+ gl.clearColor(0, 0, 1, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ checkAttachmentsForColorFn(attachments, function(attachment, index) {
+ return index < half ? [0, 0, 255, 255] : [255, 0, 0, 255];
+ });
+
+ debug("test setting second half to NONE and drawing");
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.useProgram(drawProgram);
+ wtu.drawUnitQuad(gl);
+
+ checkAttachmentsForColorFn(attachments, function(attachment, index) {
+ return index < half ? attachment.color : [255, 0, 0, 255];
+ });
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, halfFB1);
+ gl.drawBuffers(bufs);
+ drawAndCheckAttachments(
+ halfFB1, "framebuffer that only has first half of attachments",
+ function(attachment, index) {
+ return index < half;
+ });
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, halfFB2);
+ gl.drawBuffers(bufs);
+ drawAndCheckAttachments(
+ halfFB2, "framebuffer that only has second half of attachments",
+ function(attachment, index) {
+ return index >= half;
+ });
+
+ if (maxUsable > 2) {
+ gl.bindFramebuffer(gl.FRAMEBUFFER, endsFB);
+ gl.drawBuffers(bufs);
+ drawAndCheckAttachments(
+ endsFB, "framebuffer that only has first and last attachments",
+ function(attachment, index) {
+ return index == 0 || index == (maxUsable - 1);
+ });
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, middleFB);
+ gl.drawBuffers(bufs);
+ drawAndCheckAttachments(
+ middleFB,
+ "framebuffer that has all but the first and last attachments",
+ function(attachment, index) {
+ return index != 0 && index != (maxUsable - 1);
+ });
+ }
+ }
+
+ debug("test switching between fbos keeps drawbuffer state");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
+ gl.drawBuffers(nones);
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.drawBuffers(bufs);
+ gl.clearColor(1, 0, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ checkAttachmentsForColor(attachments, [255, 0, 0, 255]);
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
+ gl.useProgram(drawProgram);
+ wtu.drawUnitQuad(gl);
+ checkAttachmentsForColor(attachments, [255, 0, 0, 255]);
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.useProgram(drawProgram);
+ wtu.drawUnitQuad(gl);
+ checkAttachmentsForColor(attachments);
+
+ debug("test queries");
+ debug("check framebuffer with all attachments on");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ for (var ii = 0; ii < maxUsable; ++ii) {
+ shouldBe("gl.getParameter(gl.DRAW_BUFFER0 + " + ii + ")", "gl.COLOR_ATTACHMENT0 + " + ii);
+ }
+
+ debug("check framebuffer with all attachments off");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
+ for (var ii = 0; ii < maxUsable; ++ii) {
+ shouldBe("gl.getParameter(gl.DRAW_BUFFER0 + " + ii + ")", "gl.NONE");
+ }
+
+ // WebGL generates FRAMEBUFFER_INCOMPLETE_DIMENSIONS when attached images have different sizes.
+ // This behavior differs from GLES 3.
+ debug("test attachment size mis-match");
+ gl.bindTexture(gl.TEXTURE_2D, attachments[0].texture);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width * 2, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ shouldBeTrue("gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
+ shouldBeTrue("gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
+
+ // TODO: Rendering when framebuffer attachments have mismatched size should be tested, maybe in a separate test.
+
+ gl.deleteFramebuffer(fb);
+ gl.deleteFramebuffer(fb2);
+ gl.deleteFramebuffer(halfFB1);
+ gl.deleteFramebuffer(halfFB2);
+ attachments.forEach(function(attachment) {
+ gl.deleteTexture(attachment.texture);
+ });
+ gl.deleteProgram(checkProgram);
+ gl.deleteProgram(redProgram);
+ gl.deleteProgram(drawProgram);
+}
+
+function testParameters() {
+ debug("");
+ debug("check that MAX_DRAW_BUFFERS and MAX_COLOR_ATTACHMENTS are valid");
+ var maxDrawBuffers = gl.getParameter(gl.MAX_DRAW_BUFFERS);
+ var maxColorAttachments = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS);
+ debug("MAX_DRAW_BUFFERS = " + maxDrawBuffers);
+ debug("MAX_COLOR_ATTACHMENTS = " + maxColorAttachments);
+ if (maxDrawBuffers != maxColorAttachments) {
+ testFailed("MAX_DRAW_BUFFERS and MAX_COLOR_ATTACHMENTS should be the same");
+ return false;
+ }
+ if (maxDrawBuffers < 4) {
+ testFailed("MAX_DRAW_BUFFERS should be at least 4");
+ return false;
+ }
+ return true;
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>