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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL framebuffer clearColor with pure 0/1</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";
// This test verifies a Mac Intel HD 6000/6100 driver bug. See crbug.com/710443.
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
function InitializeRGBAData(width, height)
{
var size = 4 * width * height;
var data = new Uint8Array(size);
for (var i = 0; i < size; i++) {
data[i] = 128;
}
return data;
}
function testFramebufferTextureClearWithPureZeroOrOne(clearColor, expectedColor) {
var width = 32;
var height = 32;
var texture0 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture0);
// It seems that if we add texParameteri here, all cases can pass no matter
// you use texParameteri or not in Line 85.
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
var texData = InitializeRGBAData(width, height);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, texData);
var fbo0 = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo0);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture0, 0);
gl.viewport(0, 0, width, height);
gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
gl.clear(gl.COLOR_BUFFER_BIT);
var texture1 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
var fbo1 = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo1);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture1, 0);
wtu.setupTexturedQuad(gl);
gl.bindTexture(gl.TEXTURE_2D, texture0);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo1);
gl.viewport(0, 0, width, height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.checkCanvasRect(gl, 0, 0, 1, 1, expectedColor);
gl.deleteTexture(texture0);
gl.deleteFramebuffer(fbo0);
gl.deleteTexture(texture1);
gl.deleteFramebuffer(fbo1);
}
description("Test that if clear fbo texture color with pure 0/1 and sample this texture to draw to another fbo, the final render color should be consistent with the clear color.");
for(var index = 0; index < 16; index++)
{
var r = (index & 8) / 8;
var g = (index & 4) / 4;
var b = (index & 2) / 2;
var a = index & 1;
var clearColor = [r, g, b, a];
var expectedColor = [r * 255, g * 255, b * 255, a * 255];
testFramebufferTextureClearWithPureZeroOrOne(clearColor, expectedColor);
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>