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Copyright (c) 2021 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>BlitFramebuffer Should Be Unaffected by ColorMask</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="canvas" width="8" height="8"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
const wtu = WebGLTestUtils;
description("This test verifies that the blitFramebuffer is unaffected by the colorMask state.");
debug('Regression test for <a href="https://crbug.com/1257769">https://crbug.com/1257769</a> and <a href="https://bugs.webkit.org/show_bug.cgi?id=220129">https://bugs.webkit.org/show_bug.cgi?id=220129</a>');
function allocateTexture(gl, size) {
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
return tex;
}
function allocateFBO(gl, tex) {
const fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
return fbo;
}
function run() {
const gl = wtu.create3DContext("canvas", { antialias: false }, 2);
if (!gl) {
testFailed("WebGL context does not exist");
finishTest();
return;
}
const size = 8;
testPassed("WebGL context exists");
// Allocate source and destination textures and framebuffer objects.
const sourceTex = allocateTexture(gl, size);
const sourceFBO = allocateFBO(gl, sourceTex);
const destTex = allocateTexture(gl, size);
const destFBO = allocateFBO(gl, destTex);
const program = wtu.setupColorQuad(gl);
gl.bindFramebuffer(gl.FRAMEBUFFER, sourceFBO);
// Clear the source framebuffer to red.
gl.clearColor(1, 0, 0, 1);
gl.colorMask(true, true, true, true);
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw a transparent green quad.
gl.useProgram(program);
wtu.drawFloatColorQuad(gl, [ 0, 255, 0, 0 ]);
// Clear the alpha channel.
gl.colorMask(false, false, false, true);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// At this point, even setting the colorMask to all-true won't
// work around the bug, since that state is latched inside ANGLE
// only during draws / clears.
// Blit source to dest.
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, destFBO);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, destFBO);
// Note that the on-screen canvas is always black - we don't blit the result to it.
wtu.checkCanvas(gl, [ 0, 255, 0, 255 ], "should be green", 1);
finishTest();
}
var successfullyParsed = true;
requestAnimationFrame(run);
</script>
</body>
</html>