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The Tor Browser
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framebuffer-object-attachment.html (32231B)


      1 <!--
      2 Copyright (c) 2019 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 
      7 <!DOCTYPE html>
      8 <html>
      9 <head>
     10 <meta charset="utf-8">
     11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
     12 <script src="../../js/js-test-pre.js"></script>
     13 <script src="../../js/webgl-test-utils.js"></script>
     14 </head>
     15 <body>
     16 <div id="description"></div>
     17 <div id="console"></div>
     18 
     19 <script>
     20 "use strict";
     21 var wtu = WebGLTestUtils;
     22 var gl;
     23 var fbo;
     24 var depthBuffer;
     25 var stencilBuffer;
     26 var depthStencilBuffer;
     27 var colorBuffer;
     28 var width;
     29 var height;
     30 
     31 var ALLOW_COMPLETE              = 0x01;
     32 var ALLOW_UNSUPPORTED           = 0x02;
     33 var ALLOW_INCOMPLETE_ATTACHMENT = 0x04;
     34 
     35 function checkFramebufferForAllowedStatuses(allowedStatuses)
     36 {
     37    // If the framebuffer is in an error state for multiple reasons,
     38    // we can't guarantee which one will be reported.
     39    var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
     40    var statusAllowed = ((allowedStatuses & ALLOW_COMPLETE) && (status == gl.FRAMEBUFFER_COMPLETE)) ||
     41                        ((allowedStatuses & ALLOW_UNSUPPORTED) && (status == gl.FRAMEBUFFER_UNSUPPORTED)) ||
     42                        ((allowedStatuses & ALLOW_INCOMPLETE_ATTACHMENT) && (status == gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT));
     43    var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) returned " + status;
     44    if (statusAllowed)
     45        testPassed(msg);
     46    else
     47        testFailed(msg);
     48 }
     49 
     50 function checkBufferBits(attachment0, attachment1)
     51 {
     52    if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
     53      return;
     54 
     55    var haveDepthBuffer = attachment0 == gl.DEPTH_ATTACHMENT ||
     56                          attachment0 == gl.DEPTH_STENCIL_ATTACHMENT ||
     57                          attachment1 == gl.DEPTH_ATTACHMENT ||
     58                          attachment1 == gl.DEPTH_STENCIL_ATTACHMENT;
     59    var haveStencilBuffer = attachment0 == gl.STENCIL_ATTACHMENT ||
     60                            attachment0 == gl.DEPTH_STENCIL_ATTACHMENT ||
     61                            attachment1 == gl.STENCIL_ATTACHMENT ||
     62                            attachment1 == gl.DEPTH_STENCIL_ATTACHMENT;
     63 
     64    shouldBeTrue("gl.getParameter(gl.RED_BITS) + gl.getParameter(gl.GREEN_BITS) + gl.getParameter(gl.BLUE_BITS) + gl.getParameter(gl.ALPHA_BITS) >= 16");
     65 
     66    if (haveDepthBuffer)
     67      shouldBeTrue("gl.getParameter(gl.DEPTH_BITS) >= 16");
     68    else
     69      shouldBeTrue("gl.getParameter(gl.DEPTH_BITS) == 0");
     70 
     71    if (haveStencilBuffer)
     72      shouldBeTrue("gl.getParameter(gl.STENCIL_BITS) >= 8");
     73    else
     74      shouldBeTrue("gl.getParameter(gl.STENCIL_BITS) == 0");
     75 }
     76 
     77 function testAttachment(attachment, buffer, allowedStatuses)
     78 {
     79    shouldBeNonNull("fbo = gl.createFramebuffer()");
     80    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
     81    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
     82    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, buffer);
     83    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
     84    checkFramebufferForAllowedStatuses(allowedStatuses);
     85    if ((allowedStatuses & ALLOW_COMPLETE) == 0) {
     86        gl.clear(gl.COLOR_BUFFER_BIT);
     87        wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
     88        gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(width * height * 4));
     89        wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
     90    }
     91    checkBufferBits(attachment);
     92    gl.deleteFramebuffer(fbo);
     93 }
     94 
     95 function testAttachments(attachment0, buffer0, attachment1, buffer1, allowedStatuses)
     96 {
     97    shouldBeNonNull("fbo = gl.createFramebuffer()");
     98    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
     99    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
    100    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment0, gl.RENDERBUFFER, buffer0);
    101    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    102    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment1, gl.RENDERBUFFER, buffer1);
    103    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    104    checkFramebufferForAllowedStatuses(allowedStatuses);
    105    checkBufferBits(attachment0, attachment1);
    106    gl.deleteFramebuffer(fbo);
    107 }
    108 
    109 function testColorRenderbuffer(internalformat, allowedStatuses)
    110 {
    111    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
    112    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
    113    gl.renderbufferStorage(gl.RENDERBUFFER, internalformat, width, height);
    114    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    115    testAttachment(gl.COLOR_ATTACHMENT0, colorBuffer, allowedStatuses);
    116 }
    117 
    118 function testDepthStencilRenderbuffer(allowedStatuses)
    119 {
    120    shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
    121    gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
    122    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
    123    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    124 
    125    // OpenGL itself doesn't seem to guarantee that e.g. a 2 x 0
    126    // renderbuffer will report 2 for its width when queried.
    127    if (!(height == 0 && width > 0))
    128        shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)", "width");
    129    if (!(width == 0 && height > 0))
    130        shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)", "height");
    131    shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)", "gl.DEPTH_STENCIL");
    132    shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)", "0");
    133    shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)", "0");
    134    shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)", "0");
    135    shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)", "0");
    136    // Avoid verifying these for zero-sized renderbuffers for the time
    137    // being since it appears that even OpenGL doesn't guarantee them.
    138    if (width > 0 && height > 0) {
    139        shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE) > 0");
    140        shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_STENCIL_SIZE) > 0");
    141    }
    142    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    143    testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatuses);
    144    testDepthStencilDepthStencil();
    145 }
    146 
    147 function testDepthStencilDepthStencil()
    148 {
    149    if (!width || !height) {
    150        return;
    151    }
    152 
    153    var tests = [
    154        {   firstFormat: gl.DEPTH_COMPONENT16,
    155            firstAttach: gl.DEPTH_ATTACHMENT,
    156            secondFormat: gl.DEPTH_STENCIL,
    157            secondAttach: gl.DEPTH_STENCIL_ATTACHMENT
    158        },
    159        {   firstFormat: gl.DEPTH_STENCIL,
    160            firstAttach: gl.DEPTH_STENCIL_ATTACHMENT,
    161            secondFormat: gl.DEPTH_COMPONENT16,
    162            secondAttach: gl.DEPTH_ATTACHMENT
    163        }
    164    ];
    165    for (var ii = 0; ii < tests.length; ++ii) {
    166        var test = tests[ii];
    167        for (var jj = 0; jj < 2; ++jj) {
    168            var fbo = gl.createFramebuffer();
    169            var tex = gl.createTexture();
    170            var firstRb = gl.createRenderbuffer();
    171 
    172            debug("");
    173            debug("test: " + wtu.glEnumToString(gl, test.firstFormat) + " vs " + wtu.glEnumToString(gl, test.secondFormat) + " with " + (jj ? "unbind" : "delete"));
    174 
    175            gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    176            // attach texture as color
    177            gl.bindTexture(gl.TEXTURE_2D, tex);
    178            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    179            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
    180 
    181            // attach first
    182            gl.bindRenderbuffer(gl.RENDERBUFFER, firstRb);
    183            gl.renderbufferStorage(gl.RENDERBUFFER, test.firstFormat, width, height);
    184            gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.firstAttach, gl.RENDERBUFFER, firstRb);
    185 
    186            shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
    187            gl.enable(gl.DEPTH_TEST);
    188            var program = wtu.setupColorQuad(gl);
    189            // Test it works
    190            wtu.drawUByteColorQuad(gl, [0, 255, 0, 255]);
    191            wtu.drawUByteColorQuad(gl, [255, 0, 0, 255]);  // should not draw since DEPTH_FUNC == LESS
    192            wtu.checkCanvasRect(gl, 0, 0, width, height, [0, 255, 0, 255], "should be green");
    193 
    194            var secondRb = gl.createRenderbuffer();
    195 
    196            // attach second
    197            gl.bindRenderbuffer(gl.RENDERBUFFER, secondRb);
    198            gl.renderbufferStorage(gl.RENDERBUFFER, test.secondFormat, width, height);
    199            gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.secondAttach, gl.RENDERBUFFER, secondRb);
    200 
    201            if (jj == 0) {
    202              // now delete it
    203              debug("test deleting second renderbuffer");
    204              gl.deleteRenderbuffer(secondRb);
    205            } else {
    206              // unbind it
    207              debug("test unbinding second renderbuffer");
    208              gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.secondAttach, gl.RENDERBUFFER, null);
    209            }
    210 
    211            // If the first attachment is not restored this may fail
    212            shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
    213            wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    214 
    215            // If the first attachment is not restored this may fail.
    216            gl.clear(gl.DEPTH_BUFFER_BIT);
    217            wtu.drawUByteColorQuad(gl, [0, 255, 0, 255]);
    218            wtu.drawUByteColorQuad(gl, [255, 0, 0, 255]);  // should not draw since DEPTH_FUNC == LESS
    219            wtu.checkCanvasRect(gl, 0, 0, width, height, [0, 255, 0, 255], "should be green");
    220            gl.disable(gl.DEPTH_TEST);
    221 
    222            if (jj == 1) {
    223              gl.deleteRenderbuffer(secondRb);
    224            }
    225 
    226            gl.deleteRenderbuffer(secondRb);
    227            gl.deleteFramebuffer(fbo);
    228        }
    229    }
    230    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    231 }
    232 
    233 description("Test framebuffer object attachment behaviors");
    234 
    235 shouldBeNonNull("gl = wtu.create3DContext()");
    236 
    237 function testFramebufferRequiredCombinations() {
    238    debug("Checking combinations of framebuffer attachments required to be valid");
    239 
    240    // Per discussion with the OpenGL ES working group, the following framebuffer attachment
    241    // combinations are required to work in all WebGL implementations:
    242    // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
    243    // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer
    244    // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer
    245 
    246    var fbo = gl.createFramebuffer();
    247    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    248 
    249    var width = 64;
    250    var height = 64;
    251 
    252    // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
    253    var texture = gl.createTexture();
    254    gl.bindTexture(gl.TEXTURE_2D, texture);
    255    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    256    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    257    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    258    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    259    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    260    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
    261    checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
    262    checkBufferBits();
    263 
    264    // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer
    265    var renderbuffer = gl.createRenderbuffer();
    266    gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
    267    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
    268    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
    269    checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
    270    checkBufferBits(gl.DEPTH_ATTACHMENT);
    271    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
    272 
    273    // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer
    274    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
    275    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
    276    checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
    277    checkBufferBits(gl.DEPTH_STENCIL_ATTACHMENT);
    278 
    279    // Clean up
    280    gl.deleteRenderbuffer(renderbuffer);
    281    gl.deleteTexture(texture);
    282    gl.deleteFramebuffer(fbo);
    283 }
    284 
    285 testFramebufferRequiredCombinations();
    286 
    287 for (width = 0; width <= 2; width += 2)
    288 {
    289    for (height = 0; height <= 2; height += 2)
    290    {
    291        debug("");
    292        debug("Dimensions " + width + " x " + height);
    293 
    294        debug("Create renderbuffers");
    295        shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
    296        gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
    297        gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height);
    298        wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    299        shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
    300        gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
    301        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
    302        wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    303        shouldBeNonNull("stencilBuffer = gl.createRenderbuffer()");
    304        gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer);
    305        gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, width, height);
    306        wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    307        shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
    308        gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
    309        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
    310        wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    311 
    312        var allowedStatusForGoodCase
    313            = (width == 0 || height == 0) ? ALLOW_INCOMPLETE_ATTACHMENT : ALLOW_COMPLETE;
    314 
    315        // some cases involving stencil seem to be implementation-dependent
    316        var allowedStatusForImplDependentCase = allowedStatusForGoodCase | ALLOW_UNSUPPORTED;
    317 
    318        debug("Attach depth using DEPTH_ATTACHMENT");
    319        testAttachment(gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForGoodCase);
    320        debug("Attach depth using STENCIL_ATTACHMENT");
    321        testAttachment(gl.STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
    322        debug("Attach depth using DEPTH_STENCIL_ATTACHMENT");
    323        testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
    324        debug("Attach stencil using STENCIL_ATTACHMENT");
    325        testAttachment(gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForImplDependentCase);
    326        debug("Attach stencil using DEPTH_ATTACHMENT");
    327        testAttachment(gl.DEPTH_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
    328        debug("Attach stencil using DEPTH_STENCIL_ATTACHMENT");
    329        testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
    330        debug("Attach depthStencil using DEPTH_STENCIL_ATTACHMENT");
    331        testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForGoodCase);
    332        debug("Attach depthStencil using DEPTH_ATTACHMENT");
    333        testAttachment(gl.DEPTH_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
    334        debug("Attach depthStencil using STENCIL_ATTACHMENT");
    335        testAttachment(gl.STENCIL_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
    336 
    337        var allowedStatusForConflictedAttachment
    338            = (width == 0 || height == 0) ? ALLOW_UNSUPPORTED | ALLOW_INCOMPLETE_ATTACHMENT
    339                                          : ALLOW_UNSUPPORTED;
    340 
    341        debug("Attach depth, then stencil, causing conflict");
    342        testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment);
    343        debug("Attach stencil, then depth, causing conflict");
    344        testAttachments(gl.STENCIL_ATTACHMENT, stencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
    345        debug("Attach depth, then depthStencil, causing conflict");
    346        testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment);
    347        debug("Attach depthStencil, then depth, causing conflict");
    348        testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
    349        debug("Attach stencil, then depthStencil, causing conflict");
    350        testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment);
    351        debug("Attach depthStencil, then stencil, causing conflict");
    352        testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment);
    353 
    354        debug("Attach color renderbuffer with internalformat == RGBA4");
    355        testColorRenderbuffer(gl.RGBA4, allowedStatusForGoodCase);
    356 
    357        debug("Attach color renderbuffer with internalformat == RGB5_A1");
    358        testColorRenderbuffer(gl.RGB5_A1, allowedStatusForGoodCase);
    359 
    360        debug("Attach color renderbuffer with internalformat == RGB565");
    361        testColorRenderbuffer(gl.RGB565, allowedStatusForGoodCase);
    362 
    363        debug("Create and attach depthStencil renderbuffer");
    364        testDepthStencilRenderbuffer(allowedStatusForGoodCase);
    365    }
    366 }
    367 
    368 // Determine if we can attach both color and depth or color and depth_stencil
    369 var depthFormat;
    370 var depthAttachment;
    371 
    372 function checkValidColorDepthCombination() {
    373    shouldBeNonNull("fbo = gl.createFramebuffer()");
    374    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    375    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
    376    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
    377    gl.framebufferRenderbuffer(
    378        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
    379    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
    380 
    381    shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
    382    gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
    383 
    384    return tryDepth(gl.DEPTH_COMPONENT16, gl.DEPTH_ATTACHMENT) || tryDepth(gl.DEPTH_STENCIL, gl.DEPTH_STENCIL_ATTACHMENT);
    385 
    386    function tryDepth(try_format, try_attachment) {
    387        if (depthAttachment) {
    388            // If we've tried once unattach the old one.
    389            gl.framebufferRenderbuffer(
    390                gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, null);
    391        }
    392        depthFormat = try_format;
    393        depthAttachment = try_attachment;
    394        gl.framebufferRenderbuffer(
    395            gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
    396        gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
    397        wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    398        return gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE;
    399    }
    400 }
    401 
    402 if (checkValidColorDepthCombination()) {
    403    testFramebufferIncompleteDimensions();
    404    testFramebufferIncompleteAttachment();
    405    testFramebufferIncompleteMissingAttachment();
    406    testUsingIncompleteFramebuffer();
    407    testReadingFromMissingAttachment();
    408    testBindRenderbufferBeforeFramebufferAttach();
    409 }
    410 
    411 function checkFramebuffer(expected) {
    412    var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
    413    var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) should be " + wtu.glEnumToString(gl, expected) + " was " + wtu.glEnumToString(gl, actual);
    414    if (expected != gl.FRAMEBUFFER_COMPLETE) {
    415        msg += " or FRAMEBUFFER_UNSUPPORTED";
    416    }
    417    if (actual == expected ||
    418        (expected != gl.FRAMEBUFFER_COMPLETE &&
    419         actual == gl.FRAMBUFFER_UNSUPPORTED)) {
    420        testPassed(msg);
    421    } else {
    422        testFailed(msg);
    423    }
    424 }
    425 
    426 function testUsingIncompleteFramebuffer() {
    427    debug("");
    428    debug("Test drawing or reading from an incomplete framebuffer");
    429    var program = wtu.setupTexturedQuad(gl);
    430    var tex = gl.createTexture();
    431    wtu.fillTexture(gl, tex, 1, 1, [0,255,0,255]);
    432 
    433    shouldBeNonNull("fbo = gl.createFramebuffer()");
    434    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    435    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
    436    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
    437    gl.framebufferRenderbuffer(
    438        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
    439    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
    440 
    441    shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
    442    gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
    443    gl.framebufferRenderbuffer(
    444        gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
    445    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
    446    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    447    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
    448 
    449    // We pick this combination because it works on desktop OpenGL but should not work on OpenGL ES 2.0
    450    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16);
    451    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
    452    debug("");
    453    debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
    454    testRenderingAndReading();
    455 
    456    shouldBeNonNull("fbo2 = gl.createFramebuffer()");
    457    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2);
    458    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
    459    debug("");
    460    debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
    461    testRenderingAndReading();
    462 
    463    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
    464    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
    465    gl.framebufferRenderbuffer(
    466        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
    467    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0);
    468    debug("");
    469    debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
    470    testRenderingAndReading();
    471 
    472    function testRenderingAndReading() {
    473        wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    474        wtu.clearAndDrawUnitQuad(gl);
    475        wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "drawArrays with incomplete framebuffer");
    476        gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));
    477        wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "readPixels from incomplete framebuffer");
    478        // copyTexImage and copyTexSubImage can be either INVALID_FRAMEBUFFER_OPERATION because
    479        // the framebuffer is invalid OR INVALID_OPERATION because in the case of no attachments
    480        // the framebuffer is not of a compatible type.
    481        gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
    482        wtu.glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexImage2D from incomplete framebuffer");
    483        gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 1, 1, 0);
    484        wtu.glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexSubImage2D from incomplete framebuffer");
    485        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    486        wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "clear with incomplete framebuffer");
    487    }
    488 }
    489 
    490 function testFramebufferIncompleteAttachment() {
    491    shouldBeNonNull("fbo = gl.createFramebuffer()");
    492    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    493    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
    494    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
    495    gl.framebufferRenderbuffer(
    496        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
    497    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
    498    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
    499 
    500    debug("");
    501    debug("Wrong storage type for type of attachment be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
    502    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
    503    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
    504 
    505    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
    506    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
    507 
    508    debug("");
    509    debug("0 size attachment should be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
    510    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0);
    511    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
    512 
    513    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    514 }
    515 
    516 function testFramebufferIncompleteMissingAttachment() {
    517    debug("");
    518    debug("No attachments should be INCOMPLETE_FRAMEBUFFER_MISSING_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
    519    shouldBeNonNull("fbo = gl.createFramebuffer()");
    520    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    521    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
    522 
    523    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
    524    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
    525    gl.framebufferRenderbuffer(
    526        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
    527    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
    528    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
    529 
    530    gl.framebufferRenderbuffer(
    531        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
    532    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
    533 
    534    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    535 }
    536 
    537 function testFramebufferIncompleteDimensions() {
    538    debug("");
    539    debug("Attachments of different sizes should be FRAMEBUFFER_INCOMPLETE_DIMENSIONS (OpenGL ES 2.0 4.4.5)");
    540 
    541    shouldBeNonNull("fbo = gl.createFramebuffer()");
    542    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    543    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
    544    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
    545    gl.framebufferRenderbuffer(
    546        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
    547    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
    548 
    549    shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
    550    gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
    551    gl.framebufferRenderbuffer(
    552        gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
    553    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
    554    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    555    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
    556 
    557    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16);
    558    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
    559    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
    560    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
    561    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
    562    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 32);
    563    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
    564    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
    565    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
    566    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    567 
    568    var tex = gl.createTexture();
    569    gl.bindTexture(gl.TEXTURE_2D, tex);
    570    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    571    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
    572    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    573    if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
    574        return;
    575    }
    576 
    577    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    578    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
    579    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    580    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
    581 
    582    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    583 }
    584 
    585 function testReadingFromMissingAttachment() {
    586    debug("");
    587    debug("Test drawing or reading from a missing framebuffer attachment");
    588 
    589    shouldBeNonNull("fbo = gl.createFramebuffer()");
    590    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    591 
    592    var size = 16;
    593 
    594    // The only scenario we can verify is an attempt to read or copy
    595    // from a missing color attachment while the framebuffer is still
    596    // complete.
    597    shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
    598    gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
    599    gl.framebufferRenderbuffer(
    600        gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
    601    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, size, size);
    602    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After depth renderbuffer setup");
    603    if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
    604        debug("Unable to allocate a framebuffer with just a depth attachment; this is legal");
    605        // Try just a depth/stencil renderbuffer
    606        gl.framebufferRenderbuffer(
    607            gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
    608        shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
    609        gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
    610        gl.framebufferRenderbuffer(
    611            gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
    612        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, size, size);
    613        wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After depth+stencil renderbuffer setup");
    614        if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
    615            debug("Unable to allocate a framebuffer with just a depth+stencil attachment; this is legal");
    616            return;
    617        }
    618    }
    619 
    620    // The FBO has no color attachment. ReadPixels, CopyTexImage2D,
    621    // and CopyTexSubImage2D should all generate INVALID_OPERATION.
    622    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before ReadPixels from missing attachment");
    623    gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));
    624    wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After ReadPixels from missing attachment");
    625 
    626    var tex = gl.createTexture();
    627    gl.bindTexture(gl.TEXTURE_2D, tex);
    628    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before CopyTexImage2D from missing attachment");
    629    gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, size, size, 0);
    630    wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After CopyTexImage2D from missing attachment");
    631 
    632    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    633    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before CopyTexSubImage2D from missing attachment");
    634    gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
    635    wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After CopyTexSubImage2D from missing attachment");
    636 }
    637 
    638 // [OpenGL ES 2.0.25] Section 4.4.3 page 112
    639 // [OpenGL ES 3.0.2] Section 4.4.2 page 201
    640 // 'renderbuffer' must be either zero or the name of an existing renderbuffer object of
    641 // type 'renderbuffertarget', otherwise an INVALID_OPERATION error is generated.
    642 function testBindRenderbufferBeforeFramebufferAttach() {
    643    debug("");
    644    debug("Test calling framebufferRenderbuffer before bindRenderbuffer.");
    645 
    646    let fbo = gl.createFramebuffer();
    647    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    648 
    649    let attachmentTypes = [
    650        gl.COLOR_ATTACHMENT0,
    651        gl.DEPTH_ATTACHMENT,
    652        gl.STENCIL_ATTACHMENT,
    653        gl.DEPTH_STENCIL_ATTACHMENT
    654    ];
    655 
    656    attachmentTypes.forEach(function(attachmentType) {
    657        let strAttachmentType = wtu.glEnumToString(gl, attachmentType);
    658        debug("");
    659        debug("Testing " + strAttachmentType);
    660        let rbo = gl.createRenderbuffer();
    661        gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentType, gl.RENDERBUFFER, rbo);
    662        wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "bindRenderbuffer must be called before attachment to " + strAttachmentType);
    663        shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl." + strAttachmentType + ", gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE");
    664        gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, attachmentType, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME);
    665        wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "Only OBJECT_TYPE can be queried when no image is attached");
    666        gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentType, gl.RENDERBUFFER, null);
    667        gl.deleteRenderbuffer(rbo);
    668    });
    669 
    670    gl.deleteFramebuffer(fbo);
    671 }
    672 
    673 var successfullyParsed = true;
    674 </script>
    675 
    676 <script src="../../js/js-test-post.js"></script>
    677 </body>
    678 </html>