| <!-- |
| 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>The Color Types of Fragment Shader's Outputs Should Match The Data Types of Color Buffers</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="8" height="8"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| |
| <script id="vshader" type="x-shader/x-vertex">#version 300 es |
| in highp vec4 aPosition; |
| void main() { |
| gl_Position = aPosition; |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| out vec4 oColor; |
| void main() { |
| oColor = vec4(1.0, 0.0, 0.0, 0.0); |
| } |
| </script> |
| |
| <script id="fshaderMRT" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| out vec4 oColor[2]; |
| void main() { |
| oColor[0] = vec4(1.0, 0.0, 0.0, 0.0); |
| } |
| </script> |
| |
| <script id="fshaderRealMRT" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| out vec4 oColor[2]; |
| void main() { |
| oColor[0] = vec4(1.0, 0.0, 0.0, 0.0); |
| oColor[1] = vec4(0.0, 1.0, 0.0, 0.0); |
| } |
| </script> |
| |
| <script> |
| "use strict"; |
| |
| var wtu = WebGLTestUtils; |
| description("This test verifies that the color types of fragment shader's outputs should match color buffers' types."); |
| |
| var gl = wtu.create3DContext("example", undefined, 2); |
| |
| var width = 8; |
| var height = 8; |
| var tex0; |
| var tex1; |
| var rb0; |
| var rb1; |
| var fbo = gl.createFramebuffer(); |
| var program0; |
| var program1; |
| var program2; |
| |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| init(); |
| |
| // COLOR_ATTACHMENT0 is fixed-point data, which can be converted to float. |
| // COLOR_ATTACHMENT1 is integer data. The fragment outputs are all float. |
| allocate_textures(); |
| check_type_match(); |
| allocate_renderbuffers(); |
| check_type_match(); |
| } |
| |
| function check_type_match() { |
| gl.useProgram(program0); |
| rendering([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR); |
| rendering([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION); |
| |
| gl.useProgram(program1); |
| rendering([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR); |
| rendering([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION); |
| |
| gl.useProgram(program2); |
| rendering([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR); |
| rendering([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION); |
| } |
| |
| function init() { |
| program0 = wtu.setupProgram(gl, ['vshader', 'fshader'], ['aPosition'], [0]); |
| program1 = wtu.setupProgram(gl, ['vshader', 'fshaderMRT'], ['aPosition'], [0]); |
| program2 = wtu.setupProgram(gl, ['vshader', 'fshaderRealMRT'], ['aPosition'], [0]); |
| if (!program0 || !program1 || !program2) { |
| testFailed("Failed to set up program"); |
| return; |
| } |
| testPassed("Succeed to set up program"); |
| |
| wtu.setupUnitQuad(gl, 0, 1); |
| gl.viewport(0, 0, width, height); |
| } |
| |
| function allocate_textures() { |
| tex0 = gl.createTexture(); |
| tex1 = gl.createTexture(); |
| wtu.fillTexture(gl, tex0, width, height, [0xff, 0x0, 0x0, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA); |
| wtu.fillTexture(gl, tex1, width, height, [0x0, 0xff, 0x0, 0xff], 0, gl.RGBA_INTEGER, gl.UNSIGNED_BYTE, gl.RGBA8UI); |
| |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex0, 0); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, tex1, 0); |
| } |
| |
| function allocate_renderbuffers() { |
| rb0 = gl.createRenderbuffer(); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, rb0); |
| gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, width, height); |
| rb1 = gl.createRenderbuffer(); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, rb1); |
| gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8UI, width, height); |
| |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb0); |
| gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.RENDERBUFFER, rb1); |
| } |
| |
| function rendering(draw_buffers, error) { |
| gl.drawBuffers(draw_buffers); |
| |
| if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { |
| testFailed("Framebuffer incomplete."); |
| return; |
| } |
| |
| wtu.drawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, error, "If color buffers' type mismatch the type of fragment shader's outputs, geneate INVALID_OPERATION. Otherwise, it should be NO_ERROR"); |
| } |
| |
| gl.bindTexture(gl.TEXTURE_2D, null); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, null); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| gl.useProgram(null); |
| gl.deleteTexture(tex0); |
| gl.deleteTexture(tex1); |
| gl.deleteRenderbuffer(rb0); |
| gl.deleteRenderbuffer(rb1); |
| gl.deleteFramebuffer(fbo); |
| gl.deleteProgram(program0); |
| gl.deleteProgram(program1); |
| gl.deleteProgram(program2); |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |