| <!-- |
| Copyright (c) 2020 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"> |
| <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> |
| <script> |
| "use strict"; |
| const wtu = WebGLTestUtils; |
| |
| function runTest() { |
| let canvas = document.createElement('canvas'); |
| document.body.appendChild(canvas); |
| const gl = wtu.create3DContext(canvas); |
| if (!gl) { |
| testFailed('could not create context'); |
| return; |
| } |
| const size = 100; |
| |
| debug('Setup'); |
| canvas.width = size; |
| canvas.height = size; |
| |
| const texture = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_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.bindTexture(gl.TEXTURE_2D, texture); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| |
| const backbuffer = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, backbuffer); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); |
| |
| const vertexBuffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); |
| gl.bufferData(gl.ARRAY_BUFFER, 32, gl.DYNAMIC_DRAW); |
| gl.bufferSubData(gl.ARRAY_BUFFER, 0, new Float32Array([ |
| 1, 1, |
| 1, -1, |
| -1, 1, |
| -1, -1, |
| ])); |
| gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 8, 0); |
| gl.enableVertexAttribArray(0); |
| |
| const blitTextureProgram = gl.createProgram(); |
| const blitTextureVertex = gl.createShader(gl.VERTEX_SHADER); |
| gl.shaderSource(blitTextureVertex, ` |
| precision mediump float; |
| attribute vec2 pos; |
| varying vec2 uv; |
| void main(){ |
| uv = (pos + vec2(1.0)) / 2.0; |
| gl_Position=vec4(pos*2.-1.,0.,1.); |
| } |
| `); |
| gl.compileShader(blitTextureVertex); |
| gl.attachShader(blitTextureProgram, blitTextureVertex); |
| const blitTextureFragment = gl.createShader(gl.FRAGMENT_SHADER); |
| gl.shaderSource(blitTextureFragment, ` |
| precision mediump float; |
| uniform sampler2D texture; |
| varying vec2 uv; |
| void main(){ |
| gl_FragColor=texture2D(texture, uv); |
| } |
| `); |
| gl.compileShader(blitTextureFragment); |
| gl.attachShader(blitTextureProgram, blitTextureFragment); |
| gl.linkProgram(blitTextureProgram); |
| |
| const solidColorProgram = gl.createProgram(); |
| const solidColorVertex = gl.createShader(gl.VERTEX_SHADER); |
| gl.shaderSource(solidColorVertex, ` |
| precision mediump float; |
| attribute vec2 pos; |
| void main(){ |
| gl_Position=vec4(pos,0.,1.); |
| } |
| `); |
| gl.compileShader(solidColorVertex); |
| gl.attachShader(solidColorProgram, solidColorVertex); |
| const solidColorFragment = gl.createShader(gl.FRAGMENT_SHADER); |
| gl.shaderSource(solidColorFragment, ` |
| precision mediump float; |
| void main(){ |
| gl_FragColor=vec4(0.,0.,1.,1.); |
| } |
| `); |
| gl.compileShader(solidColorFragment); |
| gl.attachShader(solidColorProgram, solidColorFragment); |
| gl.bindAttribLocation(solidColorProgram, 0, "pos"); |
| gl.linkProgram(solidColorProgram); |
| gl.clearColor(1, 0, 0, 1); |
| |
| debug('Drawing'); |
| // Draw blue rectangle to backbuffer texture |
| gl.bindFramebuffer(gl.FRAMEBUFFER, backbuffer); |
| gl.useProgram(solidColorProgram); |
| gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
| |
| // Blit backbuffer texture to screen |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| gl.useProgram(blitTextureProgram); |
| gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
| |
| // Clear backbuffer texture to red |
| gl.bindFramebuffer(gl.FRAMEBUFFER, backbuffer); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| |
| // Blit backbuffer texture to screen |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| gl.useProgram(blitTextureProgram); |
| gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
| |
| debug('Expected: canvas should be red'); |
| debug('Buggy: canvas is blue'); |
| wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255, 0, 0], 'should be red'); |
| } |
| </script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| "use strict"; |
| description('Verifies workaround for bug in Intel drivers where clear and drawArrays calls are reordered across bindFramebuffer.'); |
| debug('Regression test for <a href="http://crbug.com/1018028">http://crbug.com/1018028</a>'); |
| runTest(); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |