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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>