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| ** Copyright (c) 2014 The Khronos Group Inc. |
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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Rendering Feedback Loop</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="1" height="1" style="width: 40px; height: 40px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| |
| <script id="vs" type="text/something-not-javascript"> |
| attribute vec4 a_position; |
| attribute vec2 a_texCoord; |
| varying vec2 v_texCoord; |
| void main() { |
| gl_Position = a_position; |
| v_texCoord = a_texCoord; |
| } |
| </script> |
| <script id="fs" type="text/something-not-javascript"> |
| precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D u_texture; |
| void main() { |
| // Shader swizzles color channels so we can tell if the draw succeeded. |
| gl_FragColor = texture2D(u_texture, v_texCoord).gbra; |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("Checks that rendering feedback loops fail correctly."); |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("example"); |
| |
| var texture = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
| new Uint8Array([255, 0, 0, 255])); |
| 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); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); |
| |
| var framebuffer = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); |
| |
| assertMsg(gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE, |
| "framebuffer should be FRAMEBUFFER_COMPLETE."); |
| |
| var program = wtu.setupProgram(gl, ["vs", "fs"], ["a_position", "a_texCoord"]); |
| gl.uniform1i(gl.getUniformLocation(program, "u_texture"), 0); |
| gl.disable(gl.BLEND); |
| gl.disable(gl.DEPTH_TEST); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initWebGL"); |
| |
| // Drawing with a texture that is also bound to the current framebuffer should fail |
| var bufferObjects = wtu.setupUnitQuad(gl, 0, 1); |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| wtu.drawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "after draw with invalid feedback loop"); |
| |
| // Ensure that the texture contents did not change after the previous render |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); |
| wtu.checkCanvas(gl, [0, 0, 255, 255], "Should be blue."); |
| |
| // Drawing when texture is bound to an inactive uniform should succeed |
| var texture2 = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, texture2); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
| new Uint8Array([0, 255, 0, 255])); |
| 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, framebuffer); |
| gl.activeTexture(gl.TEXTURE1); |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| wtu.drawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw where framebuffer texture is bound to inactive texture unit"); |
| wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red."); |
| |
| var successfullyParsed = true; |
| </script> |
| |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |