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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Draw Buffers Dirty State Bug Conformance 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> |
| <div id="description"></div> |
| <canvas id="canvas" width="64" height="64"> </canvas> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex">#version 300 es |
| in vec4 a_position; |
| void main() { |
| gl_Position = a_position; |
| } |
| </script> |
| <script id="fshader" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| void main() { |
| my_FragColor = vec4(1, 0, 0, 1); |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("This test verifies a bug in draw buffers dirty state management in Chrome (crbug.com/678153)."); |
| |
| 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"); |
| |
| runTest(); |
| |
| debug(""); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); |
| } |
| |
| function runTest() { |
| debug(""); |
| |
| var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_position"]); |
| wtu.setupUnitQuad(gl); |
| |
| var width = 2, height = 2; |
| |
| var colorTex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, colorTex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| |
| var depthTex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, depthTex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null); |
| |
| var fb = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setup should cause no GL errors"); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Clear and draw should cause no GL errors"); |
| wtu.checkCanvasRect(gl, 0, 0, width, height, [255, 0, 0, 255], "should be red"); |
| |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTex, 0); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 0); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Clear and draw should cause no GL errors"); |
| |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, null, 0); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0); |
| |
| wtu.checkCanvasRect(gl, 0, 0, width, height, [255, 0, 0, 255], "should be red"); |
| |
| gl.clearColor(0.0, 1.0, 0.0, 1.0); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| // Previously in Chrome, switching around the attachments on a framebuffer |
| // affected a DrawBuffers cache that was maintained properly during draw |
| // calls, but not clears. |
| wtu.checkCanvasRect(gl, 0, 0, width, height, [0, 255, 0, 255], "should be green"); |
| |
| gl.deleteProgram(program); |
| gl.deleteFramebuffer(fb); |
| gl.deleteTexture(colorTex); |
| gl.deleteTexture(depthTex); |
| } |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |