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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> |