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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Framebuffer state restoration Test</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="50" height="50">
</canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
description();
function test() {
var gl = wtu.create3DContext("example", {preserveDrawingBuffer: true});
if (!gl) {
testFailed("context does not exist");
finishTest();
return;
}
var program = wtu.setupColorQuad(gl);
var colorLoc = gl.getUniformLocation(program, "u_color");
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LESS);
var testDrawToBackBuffer = function(label) {
debug("");
debug("drawing to backbuffer " + label);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw in green
gl.uniform4fv(colorLoc, [0, 1, 0, 1]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
// Draw in red, should not draw because of depth test.
gl.uniform4fv(colorLoc, [1, 0, 0, 1]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should still be green");
}
var testDrawToFBO = function(label ) {
debug("");
debug("drawing to framebuffer " + label);
// Draw in green
gl.uniform4fv(colorLoc, [0, 1, 0, 1]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
// Draw in red as there is not depth buffer.
gl.uniform4fv(colorLoc, [1, 0, 0, 1]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
}
testDrawToBackBuffer("start");
var fbo = gl.createFramebuffer();
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 50, 50, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
finishTest();
return;
}
wtu.checkCanvas(gl, [0, 0, 0, 0], "should be zero");
testDrawToFBO("start");
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
testDrawToBackBuffer("after drawing to framebuffer");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
testDrawToFBO("after drawing to backbuffer");
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
wtu.waitForComposite(function() {
testDrawToBackBuffer("after composite");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
testDrawToFBO("after drawing to backbuffer after composite");
wtu.waitForComposite(function() {
testDrawToFBO("after composite");
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
testDrawToBackBuffer("after drawing to framebuffer after composite");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
finishTest();
});
});
}
test();
var successfullyParsed = true;
</script>
</body>
</html>