framebuffer-texture-changing-base-level.html (3656B)
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 using a non-square texture with a changing base level</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="16" height="16"> </canvas> 18 <div id="description"></div> 19 <div id="console"></div> 20 <script> 21 "use strict"; 22 23 // http://anglebug.com/2291 24 25 var wtu = WebGLTestUtils; 26 var gl; 27 28 function testNonSquareFramebufferTextureWithChangingBaseLevel() { 29 var program = wtu.setupSimpleTextureProgram(gl); 30 wtu.setupUnitQuad(gl); 31 32 var width = 8; 33 var height = 4; 34 35 debug(""); 36 debug("Text texture width " + width + " x height " + height); 37 38 var texture = gl.createTexture(); 39 gl.bindTexture(gl.TEXTURE_2D, texture); 40 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); 41 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); 42 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); 43 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); 44 45 // Create all mipmap levels for the texture from level 0 to the 1x1 pixel level. 46 var level = 0; 47 var levelW = width; 48 var levelH = height; 49 gl.texImage2D(gl.TEXTURE_2D, level, gl.RGBA, levelW, levelH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 50 while (levelW > 1 || levelH > 1) 51 { 52 ++level; 53 levelW = Math.max(1, Math.floor(width / Math.pow(2, level))); 54 levelH = Math.max(1, Math.floor(height / Math.pow(2, level))); 55 gl.texImage2D(gl.TEXTURE_2D, level, gl.RGBA, levelW, levelH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 56 } 57 58 // Clear each level of the texture using an FBO. Change the base level to match the level used for the FBO on each iteration. 59 var fbo = gl.createFramebuffer(); 60 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); 61 level = 0; 62 levelW = width; 63 levelH = height; 64 while (levelW > 1 || levelH > 1) 65 { 66 var levelW = Math.floor(width / Math.pow(2, level)); 67 var levelH = Math.floor(height / Math.pow(2, level)); 68 69 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, level); 70 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, level); 71 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); 72 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setup framebuffer with texture should succeed."); 73 gl.clearColor(0, 1, 0, 1); 74 gl.clear(gl.COLOR_BUFFER_BIT); 75 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Clearing the texture level " + level + " to green should succeed."); 76 wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 255, 0, 255], "should be green"); 77 ++level; 78 } 79 80 debug(""); 81 82 gl.bindFramebuffer(gl.FRAMEBUFFER, null); 83 gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); 84 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 0); 85 wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]); 86 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Drawing the texture to default framebuffer with base level 0 should succeed."); 87 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); 88 89 gl.deleteTexture(texture); 90 gl.deleteFramebuffer(fbo); 91 } 92 93 description(); 94 95 var canvas = document.getElementById("canvas"); 96 shouldBeNonNull("gl = wtu.create3DContext(canvas, undefined, 2)"); 97 98 testNonSquareFramebufferTextureWithChangingBaseLevel(); 99 100 debug(""); 101 var successfullyParsed = true; 102 103 </script> 104 <script src="../../js/js-test-post.js"></script> 105 106 </body> 107 </html>