blob: 17bc96085bdb1fc6899cba2e986385a79dd22370 [file] [log] [blame]
<style>
canvas {
width: 2px;
height: 2px;
}
</style>
</head>
<script>
if (window.testRunner)
testRunner.dumpAsText();
const width = 2;
const height = 2;
let canvas;
let gl;
function output(msg) {
const div = document.getElementById("output");
div.innerHTML += `${msg}<br>`;
}
function isRed(buffer, x, y) {
let offset = (y * width + x) * 4;
return buffer[offset] == 1.0 && buffer[offset+1] == 0.0 && buffer[offset+2] == 0.0 && buffer[offset+3] == 1.0;
}
function runTest() {
canvas = document.querySelector("canvas");
canvas.width = width;
canvas.height = height;
output("Create WebGL context");
gl = canvas.getContext("webgl");
gl.getExtension("OES_texture_float");
output("Clear to black");
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
output("Create a floating point texture");
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
output("Create and bind framebuffer");
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
output("Clear framebuffer to red");
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
let pixels = new Float32Array(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.FLOAT, pixels);
if (isRed(pixels, 1, 1))
output("PASS: Framebuffer is floating-point red.");
else
output("FAIL: Framebuffer is not floating-point red.");
}
window.addEventListener("load", runTest, false);
</script>
<body>
<canvas></canvas>
<div id="output">
</div>
</body>