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| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
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| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Framebuffer state restoration 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> |
| <canvas id="example" width="50" height="50"> |
| </canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| "use strict"; |
| var wtu = WebGLTestUtils; |
| description(); |
| |
| function test() { |
| var gl = wtu.create3DContext("example", {preserveDrawingBuffer: true}); |
| var program = wtu.setupColorQuad(gl); |
| var colorLoc = gl.getUniformLocation(program, "u_color"); |
| gl.enable(gl.DEPTH_TEST); |
| gl.depthFunc(gl.LESS); |
| |
| var testDrawToBackBuffer = function(label) { |
| debug(""); |
| debug("drawing to backbuffer " + label); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| // Draw in green |
| gl.uniform4fv(colorLoc, [0, 1, 0, 1]); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); |
| // Draw in red, should not draw because of depth test. |
| gl.uniform4fv(colorLoc, [1, 0, 0, 1]); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| wtu.checkCanvas(gl, [0, 255, 0, 255], "should still be green"); |
| } |
| |
| var testDrawToFBO = function(label ) { |
| debug(""); |
| debug("drawing to framebuffer " + label); |
| // Draw in green |
| gl.uniform4fv(colorLoc, [0, 1, 0, 1]); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); |
| // Draw in red as there is not depth buffer. |
| gl.uniform4fv(colorLoc, [1, 0, 0, 1]); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red"); |
| } |
| |
| testDrawToBackBuffer("start"); |
| |
| var fbo = gl.createFramebuffer(); |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 50, 50, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| 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, fbo); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); |
| if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { |
| finishTest(); |
| return; |
| } |
| |
| wtu.checkCanvas(gl, [0, 0, 0, 0], "should be zero"); |
| testDrawToFBO("start"); |
| |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| testDrawToBackBuffer("after drawing to framebuffer"); |
| |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| testDrawToFBO("after drawing to backbuffer"); |
| |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| wtu.waitForComposite(function() { |
| testDrawToBackBuffer("after composite"); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| testDrawToFBO("after drawing to backbuffer after composite"); |
| wtu.waitForComposite(function() { |
| testDrawToFBO("after composite"); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| testDrawToBackBuffer("after drawing to framebuffer after composite"); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors"); |
| finishTest(); |
| }); |
| }); |
| } |
| test(); |
| |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |
| |