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<meta charset="utf-8">
<title>WebGL Framebuffer Test Against WebGL 2</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>
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<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
var wtu = WebGLTestUtils;
var gl;
function testFramebufferRenderbuffer() {
debug("");
debug("Checking framebuffer/renderbuffer stuff.");
gl.getFramebufferAttachmentParameter(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
"getFramebufferAttachmentParameter(COLOR_ATTACHMENT0) on the default framebuffer.");
gl.getFramebufferAttachmentParameter(
gl.FRAMEBUFFER, gl.BACK, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"getFramebufferAttachmentParameter(BACK) on the default framebuffer.");
gl.checkFramebufferStatus(gl.FRAMEBUFFER);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "checkFramebufferStatus on the default framebuffer.");
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
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, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "attach a texture to default framebuffer.");
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"detach default renderbuffer from default framebuffer.");
var rb = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, canvas.width, canvas.height);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"allocate renderbuffer storage of a newly created renderbuffer.");
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "attach a renderbuffer to the default framebuffer.");
var fbtex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, fbtex);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bind a newly created framebuffer.");
var target = gl.READ_FRAMEBUFFER;
gl.getFramebufferAttachmentParameter(
target, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "getFramebufferAttachmentParameter(READ_FRAMEBUFFER).");
assertMsg(gl.checkFramebufferStatus(target) != 0,
"checkFramebufferStatus(READ_FRAMEBUFFER) should succeed.");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "checkFramebufferStatus(READ_FRAMEBUFFER).");
var readFB = gl.createFramebuffer();
gl.bindFramebuffer(target, readFB);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bindFramebuffer(READ_FRAMEBUFFER).");
assertMsg(readFB == gl.getParameter(gl.READ_FRAMEBUFFER_BINDING),
"bindFramebuffer(READ_FRAMEBUFFER) should change READ_FRAMEBUFFER_BINDING.");
assertMsg(fb == gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING),
"bindFramebuffer(READ_FRAMEBUFFER) should not change DRAW_FRAMEBUFFER_BINDING.");
gl.getFramebufferAttachmentParameter(
target, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) with no attachment.");
gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "framebufferTexImage2D(READ_FRAMEBUFFER).");
gl.framebufferRenderbuffer(target, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "framebufferRenderbuffer(READ_FRAMEBUFFER).");
var colorAttachmentsNum = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS);
if (colorAttachmentsNum >= 2) {
var attachment = gl.COLOR_ATTACHMENT1;
gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, fbtex, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "framebufferTexImage2D(COLOR_ATTACHMENT1).");
gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, null, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, rb);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "framebufferRenderbuffer(COLOR_ATTACHMENT1).");
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, null);
}
gl.getFramebufferAttachmentParameter(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"getFramebufferAttachmentParameter(GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) " +
"with no attachment.");
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "attach a texture to a framebuffer.");
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "detach a texture from a framebuffer.");
function numLevelsFromSize(size) {
var levels = 0;
while ((size >> levels) > 0) {
++levels;
}
return levels;
}
var maxTexSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
var maxLevels = numLevelsFromSize(maxTexSize);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, maxLevels - 1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "framebufferTexture2D with an appropriate mipmap level.");
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, maxLevels);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "framebufferTexture2D with a mipmap level out of range.");
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "attach a renderbuffer to a framebuffer.");
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "detach a renderbuffer from a framebuffer.");
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bind default (null) framebuffer.");
// attach/detach a 2d texture to one framebuffer binding point,
// while no attachment to the other binding point.
function attachAndDetachTexture(targetA, targetB) {
gl.framebufferTexture2D(targetA, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"attach a texture to read/draw framebuffer binding point.");
gl.getFramebufferAttachmentParameter(
targetA, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) " +
"on read/draw framebuffer.");
gl.getFramebufferAttachmentParameter(
targetB, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) " +
"on read/draw framebuffer with no attachment.");
gl.framebufferTexture2D(targetA, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "detach a texture from read/draw framebuffer.");
}
var readFBWithTexture = gl.createFramebuffer();
var drawFBWithTexture = gl.createFramebuffer();
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, readFBWithTexture);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, drawFBWithTexture);
attachAndDetachTexture(gl.READ_FRAMEBUFFER, gl.DRAW_FRAMEBUFFER);
attachAndDetachTexture(gl.DRAW_FRAMEBUFFER, gl.READ_FRAMEBUFFER);
// attach different textures as color attachment to read and draw framebuffer respectively,
// then detach these attachments.
var fbtex1 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, fbtex1);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RG8, canvas.width, canvas.height, 0, gl.RG, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex1, 0);
gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 0);
shouldBeNonZero('gl.getFramebufferAttachmentParameter(gl.READ_FRAMEBUFFER, ' +
'gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE)');
shouldBe('gl.getFramebufferAttachmentParameter(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, ' +
'gl.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE)', '0');
gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 0);
gl.getFramebufferAttachmentParameter(
gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) " +
"on read framebuffer with no attachment.");
gl.getFramebufferAttachmentParameter(
gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) " +
"on draw framebuffer.");
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 0);
gl.getFramebufferAttachmentParameter(
gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) " +
"on draw framebuffer with no attachment.");
// attach/detach a renderbuffer to one framebuffer binding point,
// while no attachment to the other binding point.
function attachAndDetachRenderbuffer(targetA, targetB) {
gl.framebufferRenderbuffer(targetA, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "attaching a renderbuffer to a read/draw framebuffer.");
gl.getFramebufferAttachmentParameter(
targetA, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) " +
"on read/draw framebuffer.");
gl.getFramebufferAttachmentParameter(
targetB, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) " +
"on read/draw framebuffer with no attachment.");
gl.framebufferRenderbuffer(targetA, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "detach a renderbuffer from a read/draw framebuffer.");
}
var readFBWithRenderbuffer = gl.createFramebuffer();
var drawFBWithRenderbuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, readFBWithRenderbuffer);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, drawFBWithRenderbuffer);
attachAndDetachRenderbuffer(gl.READ_FRAMEBUFFER, gl.DRAW_FRAMEBUFFER);
attachAndDetachRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.READ_FRAMEBUFFER);
// attach different renderbuffers to read and draw framebuffer respectively,
// then detach these attachments.
var depthRB = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthRB);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, canvas.width, canvas.height);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"allocating renderbuffer storage of a newly created renderbuffer.");
gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthRB);
gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
shouldBeNonZero('gl.getFramebufferAttachmentParameter(gl.READ_FRAMEBUFFER, ' +
'gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_RED_SIZE)');
gl.getFramebufferAttachmentParameter(
gl.READ_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_DEPTH_SIZE);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE) " +
"on read framebuffer without depth attachment.");
shouldBeNonZero('gl.getFramebufferAttachmentParameter(gl.DRAW_FRAMEBUFFER, ' +
'gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE)');
gl.getFramebufferAttachmentParameter(
gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_RED_SIZE);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_RED_SIZE) " +
"on draw framebuffer without color attachment.");
gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
gl.getFramebufferAttachmentParameter(
gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_RED_SIZE);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_RED_SIZE) " +
"on read framebuffer with no attachment.");
shouldBeNonZero('gl.getFramebufferAttachmentParameter(gl.DRAW_FRAMEBUFFER, ' +
'gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE)');
gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
gl.getFramebufferAttachmentParameter(
gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_DEPTH_SIZE);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"getFramebufferAttachmentParameter(FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE) " +
"on draw framebuffer with no attachment.");
// binding read/draw framebuffer to default framebuffer
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bind read framebuffer to default (null) framebuffer.");
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bind draw framebuffer to default (null) framebuffer.");
}
description("This tests framebuffer/renderbuffer-related functions");
var canvas = document.getElementById("canvas");
shouldBeNonNull("gl = wtu.create3DContext(canvas, undefined, 2)");
testFramebufferRenderbuffer();
debug("");
var successfullyParsed = true;
</script>
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