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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Rendering and Sampling Feedback Loop Tests</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="8" height="8"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">#version 300 es
in highp vec4 aPosition;
in vec2 aTexCoord;
out vec2 texCoord;
void main() {
gl_Position = aPosition;
texCoord = aTexCoord;
}
</script>
<script id="fshader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform sampler2D tex;
in vec2 texCoord;
out vec4 oColor;
void main() {
oColor = texture(tex, texCoord);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;
description("This test verifies the functionality of rendering to the same texture where it samples from.");
var gl = wtu.create3DContext("example", undefined, 2);
var width = 8;
var height = 8;
var tex0;
var tex1;
var fbo;
var program;
var positionLoc;
var texCoordLoc;
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
init();
// The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
allocate_resource();
rendering_sampling_feedback_loop([gl.NONE, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION);
rendering_sampling_feedback_loop([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION);
rendering_sampling_feedback_loop([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR);
}
function init() {
program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['aPosition', 'aTexCoord'], [0, 1]);
positionLoc = gl.getAttribLocation(program, "aPosition");
texCoordLoc = gl.getAttribLocation(program, "aTexCoord");
if (!program || positionLoc < 0 || texCoordLoc < 0) {
testFailed("Set up program failed");
return;
}
testPassed("Set up program succeeded");
wtu.setupUnitQuad(gl, 0, 1);
gl.viewport(0, 0, width, height);
}
function allocate_resource() {
tex0 = gl.createTexture();
tex1 = gl.createTexture();
fbo = gl.createFramebuffer();
wtu.fillTexture(gl, tex0, width, height, [0xff, 0x0, 0x0, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA);
wtu.fillTexture(gl, tex1, width, height, [0x0, 0xff, 0x0, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA);
gl.bindTexture(gl.TEXTURE_2D, tex1);
var texLoc = gl.getUniformLocation(program, "tex");
gl.uniform1i(texLoc, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex0, 0);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, tex1, 0);
}
function rendering_sampling_feedback_loop(draw_buffers, error) {
gl.drawBuffers(draw_buffers);
// Make sure framebuffer is complete before feedback loop detection
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
testFailed("Framebuffer incomplete.");
return;
}
wtu.clearAndDrawUnitQuad(gl);
wtu.glErrorShouldBe(gl, error, "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise, it should be NO_ERROR");
}
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.deleteTexture(tex0);
gl.deleteTexture(tex1);
gl.deleteFramebuffer(fbo);
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>