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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/rendering/rendering-sampling-feedback-loop.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/rendering-sampling-feedback-loop.html | 148 |
1 files changed, 148 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/rendering-sampling-feedback-loop.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/rendering-sampling-feedback-loop.html new file mode 100644 index 000000000..9bbfe3a7b --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/rendering-sampling-feedback-loop.html @@ -0,0 +1,148 @@ +<!-- + +/* +** Copyright (c) 2016 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 and Sampling Feedback Loop 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> +<canvas id="example" width="8" height="8"></canvas> +<div id="description"></div> +<div id="console"></div> + +<script id="vshader" type="x-shader/x-vertex">#version 300 es +in highp vec4 aPosition; +in vec2 aTexCoord; +out vec2 texCoord; +void main() { + gl_Position = aPosition; + texCoord = aTexCoord; +} +</script> + +<script id="fshader" type="x-shader/x-fragment">#version 300 es +precision mediump float; +uniform sampler2D tex; +in vec2 texCoord; +out vec4 oColor; +void main() { + oColor = texture(tex, texCoord); +} +</script> + +<script> +"use strict"; + +var wtu = WebGLTestUtils; +description("This test verifies the functionality of rendering to the same texture where it samples from."); + +var gl = wtu.create3DContext("example", undefined, 2); + +var width = 8; +var height = 8; +var tex0; +var tex1; +var fbo; +var program; +var positionLoc; +var texCoordLoc; + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + init(); + + // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation + allocate_resource(); + + rendering_sampling_feedback_loop([gl.NONE, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION); + rendering_sampling_feedback_loop([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION); + rendering_sampling_feedback_loop([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR); +} + +function init() { + program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['aPosition', 'aTexCoord'], [0, 1]); + positionLoc = gl.getAttribLocation(program, "aPosition"); + texCoordLoc = gl.getAttribLocation(program, "aTexCoord"); + if (!program || positionLoc < 0 || texCoordLoc < 0) { + testFailed("Set up program failed"); + return; + } + testPassed("Set up program succeeded"); + + wtu.setupUnitQuad(gl, 0, 1); + gl.viewport(0, 0, width, height); +} + +function allocate_resource() { + tex0 = gl.createTexture(); + tex1 = gl.createTexture(); + fbo = gl.createFramebuffer(); + wtu.fillTexture(gl, tex0, width, height, [0xff, 0x0, 0x0, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA); + wtu.fillTexture(gl, tex1, width, height, [0x0, 0xff, 0x0, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA); + + gl.bindTexture(gl.TEXTURE_2D, tex1); + var texLoc = gl.getUniformLocation(program, "tex"); + gl.uniform1i(texLoc, 0); + + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex0, 0); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, tex1, 0); +} + +function rendering_sampling_feedback_loop(draw_buffers, error) { + gl.drawBuffers(draw_buffers); + + // Make sure framebuffer is complete before feedback loop detection + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, error, "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise, it should be NO_ERROR"); +} + +gl.bindTexture(gl.TEXTURE_2D, null); +gl.bindFramebuffer(gl.FRAMEBUFFER, null); +gl.deleteTexture(tex0); +gl.deleteTexture(tex1); +gl.deleteFramebuffer(fbo); + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |