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<!DOCTYPE HTML>
<html>
<head>
<title>WebGL test: Check for error on ReadPixels from a depth-only FB.</title>
<script src="/tests/SimpleTest/SimpleTest.js"></script>
<link rel="stylesheet" href="/tests/SimpleTest/test.css">
<script src="webgl-util.js"></script>
<script src="driver-info.js"></script>
</head>
<body>
<canvas id="c"></canvas>
<script>
"use strict";

(function() {
  var gl = WebGLUtil.getWebGL('c');
  if (!gl) {
    todo(gl, 'Get GL working here first.');
    return;
  }

  var rb = gl.createRenderbuffer();
  gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
  gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 4, 4);

  var fb = gl.createFramebuffer();
  gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT,
                             gl.RENDERBUFFER, rb);

  if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
    todo(false, 'Depth-only FB incomplete. This is valid.');
    return;
  }

  ok(!gl.getError(), 'Should have no errors after constructing FB.');

  var pixels = new Uint8Array([1, 2, 3, 4]);
  gl.readPixels(0, 0, // x,y
                1, 1, // w,h
                gl.RGBA, gl.UNSIGNED_BYTE, pixels);

  ok(gl.getError() == gl.INVALID_OPERATION,
     '1x1 color read from a depth FB should generated INVALID_OP.');
  console.log('Data after 1x1 color-from-depth readpixels:');
  console.log(pixels);

  gl.readPixels(0, 0, // x,y
                0, 0, // w,h
                gl.RGBA, gl.UNSIGNED_BYTE, pixels);

  ok(gl.getError() == gl.INVALID_OPERATION,
     '0x0 color read from a depth FB should generated INVALID_OP.');
})();

ok(true, 'Test complete.');

</script>
</body>
</html>