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>