framebuffer-switch.html (3141B)
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 <title>WebGL framebuffer switching conformance test.</title> 12 <link rel="stylesheet" href="../../resources/js-test-style.css"/> 13 <script src="../../js/js-test-pre.js"></script> 14 <script src="../../js/webgl-test-utils.js"> </script> 15 </head> 16 <body> 17 <canvas id="canvas" width="64" height="64"></canvas> 18 <div id="description"></div> 19 <div id="console"></div> 20 <script> 21 "use strict"; 22 description("Test framebuffer switching. The test switches between two framebuffers, copying rendering results from one to the other."); 23 var wtu = WebGLTestUtils; 24 var canvas = document.getElementById("canvas"); 25 26 var gl = wtu.create3DContext("canvas"); 27 var program = wtu.setupTexturedQuad(gl); 28 29 var tex1 = gl.createTexture(); 30 gl.bindTexture(gl.TEXTURE_2D, tex1); 31 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 32 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); 33 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); 34 var fb1 = gl.createFramebuffer(); 35 gl.bindFramebuffer(gl.FRAMEBUFFER, fb1); 36 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex1, 0); 37 38 var tex2 = gl.createTexture(); 39 gl.bindTexture(gl.TEXTURE_2D, tex2); 40 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 41 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); 42 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); 43 var fb2 = gl.createFramebuffer(); 44 gl.bindFramebuffer(gl.FRAMEBUFFER, fb2); 45 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex2, 0); 46 47 gl.bindTexture(gl.TEXTURE_2D, tex1); 48 gl.clearColor(1.0, 1.0, 1.0, 1.0); 49 50 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); 51 52 var iterate = function(checkFBOs, iterations) { 53 for (var i = 0; i < iterations; ++i) { 54 debug("Clearing framebuffer 1 to white"); 55 gl.bindFramebuffer(gl.FRAMEBUFFER, fb1); 56 if (checkFBOs) 57 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); 58 gl.clear(gl.COLOR_BUFFER_BIT); 59 60 debug("Copying framebuffer 1 to framebuffer 2"); 61 gl.bindFramebuffer(gl.FRAMEBUFFER, fb2); 62 if (checkFBOs) 63 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); 64 gl.drawArrays(gl.TRIANGLES, 0, 6); 65 } 66 // Read what is in fb2 67 wtu.checkCanvas(gl, [255,255,255,255], "Framebuffer 2 should be white"); 68 }; 69 70 debug(""); 71 debug("Warm-up iteration"); 72 iterate(true, 1); 73 74 debug(""); 75 debug("Iterating the test a few times since at least one bug it has exposed is somewhat flaky."); 76 for (var i = 0; i < 3; ++i) { 77 debug(""); 78 debug("Iteration " + (i + 1)); 79 iterate(false, 2); 80 } 81 82 debug(""); 83 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors at the end of the test."); 84 85 finishTest(); 86 87 var successfullyParsed = true; 88 </script> 89 </body> 90 </html>