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<!--
/*
** 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: Check that state is not lost by compositing</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="testbed" width="16" height="16" style="width:50px; height:50px"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description();
var wtu = WebGLTestUtils;
function runTest()
{
var gl = wtu.create3DContext('testbed', { antialias: false });
if (!gl) {
testFailed('could not create context');
return;
}
var program = wtu.setupTexturedQuad(gl);
var tex = gl.createTexture();
var fb = gl.createFramebuffer();
var step1 = function() {
wtu.fillTexture(gl, tex, 1, 1, [0, 255, 0, 255]);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255], "drawing with texture should be green");
};
var step2 = function() {
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255], "drawing with texture after composite without rebinding should be green");
// Clear background to red
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Bind framebuffer with green texture.
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 255, 0, 255], "reading from fbo with attached texture should be green");
};
var step3 = function() {
// Should still have fb bound and reading should be green
wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 255, 0, 255], "reading from fbo after composite without rebinding should be green");
};
var steps = [
step1,
step2,
step3,
];
var stepIndex = 0;
var runNextStep = function() {
steps[stepIndex++]();
if (stepIndex == steps.length) {
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
finishTest();
return;
}
wtu.waitForComposite(runNextStep);
};
runNextStep();
}
runTest();
var successfullyParsed = true;
</script>
</body>
</html>
|