| <!-- |
| 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 Conformance Tests: Verify drawBuffers sparse output locations</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> |
| <div id="description"></div> |
| <canvas id="canvas" width="1" height="1" style="width: 4px; height: 4px;"> </canvas> |
| <div id="console"></div> |
| |
| <script id="vs" type="x-shader/x-vertex">#version 300 es |
| void main() { |
| gl_PointSize = 100.0; |
| gl_Position = vec4(0, 0, 0, 1); |
| } |
| </script> |
| |
| <script id="fs" type="x-shader/x-fragment">#version 300 es |
| // fragment shader only outputs to attachments 1 and 3 |
| precision highp float; |
| layout(location = 1) out vec4 output1; |
| layout(location = 3) out vec4 output2; |
| void main() |
| { |
| output1 = vec4(0.0, 1.0, 0.0, 1.0); |
| output2 = vec4(0.0, 0.0, 1.0, 1.0); |
| } |
| |
| </script> |
| <script> |
| "use strict"; |
| description("This test verifies sparse output locations of fragment shaders render correctly"); |
| |
| debug(""); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("canvas"); |
| var gl = wtu.create3DContext(canvas, null, 2); |
| |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| runTests(); |
| } |
| |
| function testAttachment(attachment, expected) { |
| gl.readBuffer(gl.COLOR_ATTACHMENT0 + attachment); |
| wtu.checkCanvas(gl, expected, `check COLOR_ATTACHMENT${attachment}`, 1); |
| } |
| |
| function runTests() { |
| var program = wtu.setupProgram(gl, ["vs", "fs"]); |
| if (!program) { |
| testFailed("Set up program failed"); |
| return; |
| } |
| gl.useProgram(program); |
| |
| // create a framebuffer with 4 1x1 pixel color attachments |
| const fb = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
| |
| for (let i = 0; i < 4; ++i) { |
| const tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, tex, 0); |
| } |
| |
| // draw only to the 1st and 3rd attachments |
| gl.drawBuffers([ |
| gl.NONE, |
| gl.COLOR_ATTACHMENT1, |
| gl.NONE, |
| gl.COLOR_ATTACHMENT3, |
| ]); |
| |
| // draw |
| gl.drawArrays(gl.POINTS, 0, 1); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from set up"); |
| |
| // check we got the correct values |
| testAttachment(0, [0, 0, 0, 0]); |
| testAttachment(1, [0, 255, 0, 255]); |
| testAttachment(2, [0, 0, 0, 0]); |
| testAttachment(3, [0, 0, 255, 255]); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from testing"); |
| } |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |