forked from mozilla/gecko-dev
-
Notifications
You must be signed in to change notification settings - Fork 2
/
framebuffer-object-attachment.html
154 lines (138 loc) · 6.97 KB
/
framebuffer-object-attachment.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
<!--
Copyright (c) 2010 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
-->
<html>
<head>
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../resources/js-test-pre.js"></script>
<script src="resources/webgl-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
var gl;
var fbo;
var depthBuffer;
var stencilBuffer;
var depthStencilBuffer;
var colorBuffer;
var width = 2;
var height = 2;
function testAttachment(attachment, buffer, isConflicted)
{
shouldBeNonNull("fbo = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, buffer);
glErrorShouldBe(gl, gl.NO_ERROR);
if (isConflicted) {
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_UNSUPPORTED");
gl.clear(gl.COLOR_BUFFER_BIT);
glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(width * height * 4));
glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
}
}
function testAttachments(attachment0, buffer0, attachment1, buffer1, isConflicted)
{
shouldBeNonNull("fbo = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment0, gl.RENDERBUFFER, buffer0);
glErrorShouldBe(gl, gl.NO_ERROR);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment1, gl.RENDERBUFFER, buffer1);
glErrorShouldBe(gl, gl.NO_ERROR);
if (isConflicted)
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_UNSUPPORTED");
}
function testColorRenderbuffer(internalformat)
{
shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, internalformat, width, height);
glErrorShouldBe(gl, gl.NO_ERROR);
testAttachment(gl.COLOR_ATTACHMENT0, colorBuffer, false);
}
function testDepthStencilRenderbuffer()
{
shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
glErrorShouldBe(gl, gl.NO_ERROR);
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)", "width");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)", "height");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)", "gl.DEPTH_STENCIL");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)", "0");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)", "0");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)", "0");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)", "0");
shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE) > 0");
shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_STENCIL_SIZE) > 0");
glErrorShouldBe(gl, gl.NO_ERROR);
testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, false);
}
description("Test framebuffer object attachment behaviors");
debug("Create renderbuffers");
shouldBeNonNull("gl = create3DContext()");
shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height);
glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeNonNull("stencilBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, width, height);
glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
glErrorShouldBe(gl, gl.NO_ERROR);
debug("Attach depth using DEPTH_ATTACHMENT");
testAttachment(gl.DEPTH_ATTACHMENT, depthBuffer, false);
debug("Attach depth using STENCIL_ATTACHMENT");
testAttachment(gl.STENCIL_ATTACHMENT, depthBuffer, true);
debug("Attach depth using DEPTH_STENCIL_ATTACHMENT");
testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthBuffer, true);
debug("Attach stencil using STENCIL_ATTACHMENT");
testAttachment(gl.STENCIL_ATTACHMENT, stencilBuffer, false);
debug("Attach stencil using DEPTH_ATTACHMENT");
testAttachment(gl.DEPTH_ATTACHMENT, stencilBuffer, true);
debug("Attach stencil using DEPTH_STENCIL_ATTACHMENT");
testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, stencilBuffer, true);
debug("Attach depthStencil using DEPTH_STENCIL_ATTACHMENT");
testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, false);
debug("Attach depthStencil using DEPTH_ATTACHMENT");
testAttachment(gl.DEPTH_ATTACHMENT, depthStencilBuffer, true);
debug("Attach depthStencil using STENCIL_ATTACHMENT");
testAttachment(gl.STENCIL_ATTACHMENT, depthStencilBuffer, true);
debug("Attach depth, then stencil, causing conflict");
testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, true);
debug("Attach stencil, then depth, causing conflict");
testAttachments(gl.STENCIL_ATTACHMENT, stencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, true);
debug("Attach depth, then depthStencil, causing conflict");
testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, true);
debug("Attach depthStencil, then depth, causing conflict");
testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, true);
debug("Attach stencil, then depthStencil, causing conflict");
testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, true);
debug("Attach depthStencil, then stencil, causing conflict");
testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, true);
debug("Attach color renderbuffer with internalformat == RGBA4");
testColorRenderbuffer(gl.RGBA4);
debug("Attach color renderbuffer with internalformat == RGB5_A1");
testColorRenderbuffer(gl.RGB5_A1);
debug("Attach color renderbuffer with internalformat == RGB565");
testColorRenderbuffer(gl.RGB565);
debug("Create and attach depthStencil renderbuffer");
testDepthStencilRenderbuffer();
successfullyParsed = true;
</script>
<script src="../resources/js-test-post.js"></script>
</body>
</html>