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+<!--
+
+/*
+** 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>