draw-buffers-sparse-output-locations.html (2873B)
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 Conformance Tests: Verify drawBuffers sparse output locations</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 <div id="description"></div> 18 <canvas id="canvas" width="1" height="1" style="width: 4px; height: 4px;"> </canvas> 19 <div id="console"></div> 20 21 <script id="vs" type="x-shader/x-vertex">#version 300 es 22 void main() { 23 gl_PointSize = 100.0; 24 gl_Position = vec4(0, 0, 0, 1); 25 } 26 </script> 27 28 <script id="fs" type="x-shader/x-fragment">#version 300 es 29 // fragment shader only outputs to attachments 1 and 3 30 precision highp float; 31 layout(location = 1) out vec4 output1; 32 layout(location = 3) out vec4 output2; 33 void main() 34 { 35 output1 = vec4(0.0, 1.0, 0.0, 1.0); 36 output2 = vec4(0.0, 0.0, 1.0, 1.0); 37 } 38 39 </script> 40 <script> 41 "use strict"; 42 description("This test verifies sparse output locations of fragment shaders render correctly"); 43 44 debug(""); 45 46 var wtu = WebGLTestUtils; 47 var canvas = document.getElementById("canvas"); 48 var gl = wtu.create3DContext(canvas, null, 2); 49 50 if (!gl) { 51 testFailed("WebGL context does not exist"); 52 } else { 53 testPassed("WebGL context exists"); 54 runTests(); 55 } 56 57 function testAttachment(attachment, expected) { 58 gl.readBuffer(gl.COLOR_ATTACHMENT0 + attachment); 59 wtu.checkCanvas(gl, expected, `check COLOR_ATTACHMENT${attachment}`, 1); 60 } 61 62 function runTests() { 63 var program = wtu.setupProgram(gl, ["vs", "fs"]); 64 if (!program) { 65 testFailed("Set up program failed"); 66 return; 67 } 68 gl.useProgram(program); 69 70 // create a framebuffer with 4 1x1 pixel color attachments 71 const fb = gl.createFramebuffer(); 72 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); 73 74 for (let i = 0; i < 4; ++i) { 75 const tex = gl.createTexture(); 76 gl.bindTexture(gl.TEXTURE_2D, tex); 77 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 78 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, tex, 0); 79 } 80 81 // draw only to the 1st and 3rd attachments 82 gl.drawBuffers([ 83 gl.NONE, 84 gl.COLOR_ATTACHMENT1, 85 gl.NONE, 86 gl.COLOR_ATTACHMENT3, 87 ]); 88 89 // draw 90 gl.drawArrays(gl.POINTS, 0, 1); 91 92 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from set up"); 93 94 // check we got the correct values 95 testAttachment(0, [0, 0, 0, 0]); 96 testAttachment(1, [0, 255, 0, 255]); 97 testAttachment(2, [0, 0, 0, 0]); 98 testAttachment(3, [0, 0, 255, 255]); 99 100 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from testing"); 101 } 102 103 var successfullyParsed = true; 104 </script> 105 <script src="../../js/js-test-post.js"></script> 106 107 </body> 108 </html>