| <!-- |
| Copyright (c) 2019 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"> |
| <title>WebGL FramebufferTextureLayer Test</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> |
| <div id="console"></div> |
| <canvas id="canvas" width="2" height="2"> </canvas> |
| |
| <script> |
| "use strict"; |
| var wtu = WebGLTestUtils; |
| var gl; |
| var canvas = document.getElementById("canvas"); |
| |
| function numLevelsFromSize(size) { |
| var levels = 0; |
| while ((size >> levels) > 0) { |
| ++levels; |
| } |
| return levels; |
| } |
| |
| function checkFramebuffer(expected) { |
| var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
| if (expected.indexOf(actual) < 0) { |
| var msg = "checkFramebufferStatus expects ["; |
| for (var index = 0; index < expected.length; ++index) { |
| msg += wtu.glEnumToString(gl, expected[index]); |
| if (index + 1 < expected.length) |
| msg += ", "; |
| } |
| msg += "], was " + wtu.glEnumToString(gl, actual); |
| testFailed(msg); |
| } else { |
| var msg = "checkFramebufferStatus got " + wtu.glEnumToString(gl, actual) + |
| " as expected"; |
| testPassed(msg); |
| } |
| } |
| |
| function testFramebufferTextureLayer() { |
| debug(""); |
| debug("Checking FramebufferTextureLayer stuff."); |
| |
| var tex3d = gl.createTexture(); |
| var fb = gl.createFramebuffer(); |
| gl.bindTexture(gl.TEXTURE_3D, tex3d); |
| gl.texImage3D(gl.TEXTURE_3D, |
| 0, // level |
| gl.RGBA, // internalFormat |
| 1, // width |
| 1, // height |
| 1, // depth |
| 0, // border |
| gl.RGBA, // format |
| gl.UNSIGNED_BYTE, // type |
| new Uint8Array([0xff, 0x00, 0x00, 0x00])); // data |
| gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, 0); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, |
| "attaching a texture to default framebuffer should generate INVALID_OPERATION."); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
| gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, 0); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, |
| "attaching a texture to a framebuffer should succeed."); |
| checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); |
| gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, null, 0, 0); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, |
| "detaching a texture from a framebuffer should succeed."); |
| |
| var maxTexSize = gl.getParameter(gl.MAX_3D_TEXTURE_SIZE); |
| var maxLevels = numLevelsFromSize(maxTexSize); |
| gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, maxLevels - 1, 0); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, |
| "calling framebufferTextureLayer with an appropriate mipmap level should succeed."); |
| checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT]); |
| gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, maxLevels, 0); |
| wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, |
| "calling framebufferTextureLayer with a mipmap level out of range should generate INVALID_VALUE."); |
| |
| gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, -1); |
| wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, |
| "calling framebufferTextureLayer with a negative texture layer should generate INVALID_VALUE."); |
| gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, maxTexSize); |
| wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, |
| "calling framebufferTextureLayer with a texture layer out of range should generate INVALID_VALUE."); |
| |
| var tex2d = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex2d); |
| gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex2d, 0, 0); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, |
| "attaching a 2d texture to a framebuffer should generate INVALID_OPERATION."); |
| |
| var texDepthStencil = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D_ARRAY, texDepthStencil); |
| var fbDepthStencil = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fbDepthStencil); |
| gl.texImage3D(gl.TEXTURE_2D_ARRAY, |
| 0, // level |
| gl.DEPTH24_STENCIL8, // internalFormat |
| 1, // width |
| 1, // height |
| 1, // depth |
| 0, // border |
| gl.DEPTH_STENCIL, // format |
| gl.UNSIGNED_INT_24_8, // type |
| new Uint32Array([0])); // data |
| gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, texDepthStencil, 0, 0); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, |
| "attaching a depth_stencil texture to a framebuffer should succeed."); |
| checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); |
| |
| // Clean up |
| gl.deleteTexture(tex3d); |
| gl.deleteTexture(texDepthStencil); |
| gl.deleteTexture(tex2d); |
| gl.deleteFramebuffer(fb); |
| gl.deleteFramebuffer(fbDepthStencil); |
| } |
| |
| description("This tests framebufferTextureLayer."); |
| |
| shouldBeNonNull("gl = wtu.create3DContext(undefined, undefined, 2)"); |
| |
| testFramebufferTextureLayer(); |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |