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framebuffer-texture-switch.html (2928B)


      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 texture attachment 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 texture attachment switching. The test uses one framebuffer object and switches its color attachment.");
     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 fb = gl.createFramebuffer();
     30 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
     31 
     32 var tex2 = gl.createTexture();
     33 gl.bindTexture(gl.TEXTURE_2D, tex2);
     34 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
     35 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
     36 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
     37 
     38 var tex1 = gl.createTexture();
     39 gl.bindTexture(gl.TEXTURE_2D, tex1);
     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 
     44 gl.clearColor(1.0, 1.0, 1.0, 1.0);
     45 
     46 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
     47 
     48 var iterate = function(checkFBOs, iterations) {
     49    for (var i = 0; i < iterations; ++i) {
     50        debug("Clearing tex1 to white");
     51        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex1, 0);
     52        if (checkFBOs)
     53            shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
     54        gl.clear(gl.COLOR_BUFFER_BIT);
     55 
     56        debug("Copying tex1 to tex2");
     57        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex2, 0);
     58        if (checkFBOs)
     59            shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
     60        gl.drawArrays(gl.TRIANGLES, 0, 6);
     61    }
     62    // Read what is in tex2
     63    wtu.checkCanvas(gl, [255,255,255,255], "tex2 should be white");
     64 };
     65 
     66 debug("");
     67 debug("Warm-up iteration");
     68 iterate(true, 1);
     69 
     70 debug("");
     71 debug("Iterating the test a few times since at least one bug it has exposed is somewhat flaky.");
     72 for (var i = 0; i < 3; ++i) {
     73    debug("");
     74    debug("Iteration " + (i + 1));
     75    iterate(false, 2);
     76 }
     77 
     78 debug("");
     79 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors at the end of the test.");
     80 
     81 finishTest();
     82 
     83 var successfullyParsed = true;
     84 </script>
     85 </body>
     86 </html>