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framebuffer-render-to-layer-angle-issue.html (2810B)


      1 <!--
      2 Copyright (c) 2020 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>WebGL2 can render to layers in 3D texture angle issue check</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 <script id="vshader" type="x-shader/x-vertex">#version 300 es
     16 void main(void) {
     17  gl_Position = vec4(0, 0, 0, 1);
     18  gl_PointSize = 1.0;
     19 }
     20 </script>
     21 <script id="fshader" type="x-shader/x-fragment">#version 300 es
     22 precision mediump float;
     23 out vec4 outColor;
     24 void main() {
     25  outColor = vec4(0, 1, 0, 1);
     26 }
     27 </script>
     28 </head>
     29 <body>
     30 <canvas id="example" width="1", height="1"></canvas>
     31 <div id="description"></div>
     32 <a href='https://bugs.chromium.org/p/angleproject/issues/detail?id=4417'>ANGLE issue #4417</a>
     33 <div id="console"></div>
     34 <script>
     35 "use strict";
     36 debug("");
     37 
     38 description("Test that WebGL2 can render to layers in 3D textures");
     39 
     40 var wtu = WebGLTestUtils;
     41 var gl = wtu.create3DContext("example", undefined, 2);
     42 
     43 if (!gl) {
     44    testFailed("WebGL context creation failed");
     45 } else {
     46    testPassed("WebGL context creation succeeded");
     47    runTest();
     48 }
     49 
     50 function runTest() {
     51  const fb = gl.createFramebuffer();
     52  gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
     53 
     54  const tex = gl.createTexture();
     55  gl.bindTexture(gl.TEXTURE_3D, tex);
     56  gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
     57  gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
     58  gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA8, gl.canvas.width, gl.canvas.height, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
     59 
     60  for (let i = 0; i < 2; i++) {
     61    gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex, 0, i);
     62 
     63    const rb = gl.createRenderbuffer();
     64    gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
     65    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, gl.canvas.width, gl.canvas.height);
     66    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb);
     67 
     68    wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, gl.FRAMEBUFFER_COMPLETE);
     69 
     70    const program = wtu.setupProgram(gl, ['vshader','fshader'], [], console.log.bind(console));
     71    gl.useProgram(program);
     72 
     73    gl.drawArrays(gl.POINTS, 0, 1);
     74 
     75    wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors`);
     76    wtu.checkCanvas(gl, [0, 255, 0, 255], `framebuffer layer ${i} should be green`);
     77  }
     78 
     79  // make sure we were not rendering to the canvas.
     80  gl.bindFramebuffer(gl.FRAMEBUFFER, null)
     81  wtu.checkCanvas(gl, [0, 0, 0, 0], "canvas should be zero");
     82 }
     83 
     84 debug("");
     85 var successfullyParsed = true;
     86 </script>
     87 <script src="../../js/js-test-post.js"></script>
     88 
     89 </body>
     90 </html>