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<!--
Copyright (c) 2020 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>WebGL2 can render to layers in 3D and 2D_ARRAY textures</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>
<script id="vshader" type="x-shader/x-vertex">#version 300 es
void main(void) {
gl_Position = vec4(0, 0, 0, 1);
gl_PointSize = 1.0;
}
</script>
</head>
<body>
<canvas id="example" width="100", height="100"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
debug("");
description("Test that WebGL2 can render to layers in 3D and 2D_ARRAY textures");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example", undefined, 2);
if (!gl) {
testFailed("WebGL context creation failed");
} else {
testPassed("WebGL context creation succeeded");
runTest();
}
function runTest() {
const texWidth = 1;
const texHeight = 1;
const texDepth = 2;
function makeFragmentShader(typeInfo) {
const src = `#version 300 es
precision mediump float;
out ${typeInfo.outType} color;
void main() {
color = ${typeInfo.outValue};
}
`;
return src;
}
const textureInternalFormatInfo = {};
{
const t = textureInternalFormatInfo;
// unsized formats
// If understand correctly these 3 unsized formats are not required to be color renderable
t[gl.ALPHA] = { textureFormat: gl.ALPHA, colorRenderable: false, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [gl.UNSIGNED_BYTE, gl.HALF_FLOAT, gl.HALF_FLOAT_OES, gl.FLOAT], };
t[gl.LUMINANCE] = { textureFormat: gl.LUMINANCE, colorRenderable: false, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [gl.UNSIGNED_BYTE, gl.HALF_FLOAT, gl.HALF_FLOAT_OES, gl.FLOAT], };
t[gl.LUMINANCE_ALPHA] = { textureFormat: gl.LUMINANCE_ALPHA, colorRenderable: false, textureFilterable: true, bytesPerElement: [2, 4, 4, 8], type: [gl.UNSIGNED_BYTE, gl.HALF_FLOAT, gl.HALF_FLOAT_OES, gl.FLOAT], };
t[gl.RGB] = { textureFormat: gl.RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 6, 6, 12, 2], type: [gl.UNSIGNED_BYTE, gl.HALF_FLOAT, gl.HALF_FLOAT_OES, gl.FLOAT, gl.UNSIGNED_SHORT_5_6_5], };
t[gl.RGBA] = { textureFormat: gl.RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 8, 8, 16, 2, 2], type: [gl.UNSIGNED_BYTE, gl.HALF_FLOAT, gl.HALF_FLOAT_OES, gl.FLOAT, gl.UNSIGNED_SHORT_4_4_4_4, gl.UNSIGNED_SHORT_5_5_5_1], };
// sized formats
t[gl.R8] = { textureFormat: gl.RED, colorRenderable: true, textureFilterable: true, bytesPerElement: [1], type: [gl.UNSIGNED_BYTE], };
t[gl.R8_SNORM] = { textureFormat: gl.RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [1], type: [gl.BYTE], };
t[gl.R16F] = { textureFormat: gl.RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [4, 2], type: [gl.FLOAT, gl.HALF_FLOAT], };
t[gl.R32F] = { textureFormat: gl.RED, colorRenderable: false, textureFilterable: false, bytesPerElement: [4], type: [gl.FLOAT], };
t[gl.R8UI] = { textureFormat: gl.RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [gl.UNSIGNED_BYTE], };
t[gl.R8I] = { textureFormat: gl.RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [gl.BYTE], };
t[gl.R16UI] = { textureFormat: gl.RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [gl.UNSIGNED_SHORT], };
t[gl.R16I] = { textureFormat: gl.RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [gl.SHORT], };
t[gl.R32UI] = { textureFormat: gl.RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.UNSIGNED_INT], };
t[gl.R32I] = { textureFormat: gl.RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.INT], };
t[gl.RG8] = { textureFormat: gl.RG, colorRenderable: true, textureFilterable: true, bytesPerElement: [2], type: [gl.UNSIGNED_BYTE], };
t[gl.RG8_SNORM] = { textureFormat: gl.RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [2], type: [gl.BYTE], };
t[gl.RG16F] = { textureFormat: gl.RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [8, 4], type: [gl.FLOAT, gl.HALF_FLOAT], };
t[gl.RG32F] = { textureFormat: gl.RG, colorRenderable: false, textureFilterable: false, bytesPerElement: [8], type: [gl.FLOAT], };
t[gl.RG8UI] = { textureFormat: gl.RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [gl.UNSIGNED_BYTE], };
t[gl.RG8I] = { textureFormat: gl.RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [gl.BYTE], };
t[gl.RG16UI] = { textureFormat: gl.RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.UNSIGNED_SHORT], };
t[gl.RG16I] = { textureFormat: gl.RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.SHORT], };
t[gl.RG32UI] = { textureFormat: gl.RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [gl.UNSIGNED_INT], };
t[gl.RG32I] = { textureFormat: gl.RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [gl.INT], };
t[gl.RGB8] = { textureFormat: gl.RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3], type: [gl.UNSIGNED_BYTE], };
t[gl.SRGB8] = { textureFormat: gl.RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [gl.UNSIGNED_BYTE], };
t[gl.RGB565] = { textureFormat: gl.RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 2], type: [gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_5_6_5], };
t[gl.RGB8_SNORM] = { textureFormat: gl.RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [gl.BYTE], };
t[gl.R11F_G11F_B10F] = { textureFormat: gl.RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [gl.FLOAT, gl.HALF_FLOAT, gl.UNSIGNED_INT_10F_11F_11F_REV], };
t[gl.RGB9_E5] = { textureFormat: gl.RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [gl.FLOAT, gl.HALF_FLOAT, gl.UNSIGNED_INT_5_9_9_9_REV], };
t[gl.RGB16F] = { textureFormat: gl.RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6], type: [gl.FLOAT, gl.HALF_FLOAT], };
t[gl.RGB32F] = { textureFormat: gl.RGB, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [gl.FLOAT], };
t[gl.RGB8UI] = { textureFormat: gl.RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [gl.UNSIGNED_BYTE], };
t[gl.RGB8I] = { textureFormat: gl.RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [gl.BYTE], };
t[gl.RGB16UI] = { textureFormat: gl.RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [gl.UNSIGNED_SHORT], };
t[gl.RGB16I] = { textureFormat: gl.RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [gl.SHORT], };
t[gl.RGB32UI] = { textureFormat: gl.RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [gl.UNSIGNED_INT], };
t[gl.RGB32I] = { textureFormat: gl.RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [gl.INT], };
t[gl.RGBA8] = { textureFormat: gl.RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [gl.UNSIGNED_BYTE], };
t[gl.SRGB8_ALPHA8] = { textureFormat: gl.RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [gl.UNSIGNED_BYTE], };
t[gl.RGBA8_SNORM] = { textureFormat: gl.RGBA, colorRenderable: false, textureFilterable: true, bytesPerElement: [4], type: [gl.BYTE], };
t[gl.RGB5_A1] = { textureFormat: gl.RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2, 4], type: [gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_5_5_5_1, gl.UNSIGNED_INT_2_10_10_10_REV], };
t[gl.RGBA4] = { textureFormat: gl.RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2], type: [gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_4_4_4_4], };
t[gl.RGB10_A2] = { textureFormat: gl.RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [gl.UNSIGNED_INT_2_10_10_10_REV], };
t[gl.RGBA16F] = { textureFormat: gl.RGBA, colorRenderable: false, textureFilterable: true, bytesPerElement: [16, 8], type: [gl.FLOAT, gl.HALF_FLOAT], };
t[gl.RGBA32F] = { textureFormat: gl.RGBA, colorRenderable: false, textureFilterable: false, bytesPerElement: [16], type: [gl.FLOAT], };
t[gl.RGBA8UI] = { textureFormat: gl.RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.UNSIGNED_BYTE], };
t[gl.RGBA8I] = { textureFormat: gl.RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.BYTE], };
t[gl.RGB10_A2UI] = { textureFormat: gl.RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.UNSIGNED_INT_2_10_10_10_REV], };
t[gl.RGBA16UI] = { textureFormat: gl.RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [gl.UNSIGNED_SHORT], };
t[gl.RGBA16I] = { textureFormat: gl.RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [gl.SHORT], };
t[gl.RGBA32I] = { textureFormat: gl.RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [gl.INT], };
t[gl.RGBA32UI] = { textureFormat: gl.RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [gl.UNSIGNED_INT], };
// Sized Internal
t[gl.DEPTH_COMPONENT16] = { textureFormat: gl.DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [2, 4], type: [gl.UNSIGNED_SHORT, gl.UNSIGNED_INT], };
t[gl.DEPTH_COMPONENT24] = { textureFormat: gl.DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.UNSIGNED_INT], };
t[gl.DEPTH_COMPONENT32F] = { textureFormat: gl.DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.FLOAT], };
t[gl.DEPTH24_STENCIL8] = { textureFormat: gl.DEPTH_STENCIL, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.UNSIGNED_INT_24_8], };
t[gl.DEPTH32F_STENCIL8] = { textureFormat: gl.DEPTH_STENCIL, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [gl.FLOAT_32_UNSIGNED_INT_24_8_REV], };
Object.keys(t).forEach(function(internalFormat) {
const info = t[internalFormat];
info.bytesPerElementMap = {};
info.bytesPerElement.forEach(function(bytesPerElement, ndx) {
const type = info.type[ndx];
info.bytesPerElementMap[type] = bytesPerElement;
});
});
}
const validChannelsByTextureFormat = {};
{
const v = validChannelsByTextureFormat;
v[gl.RED] = [1, 0, 0, 0];
v[gl.RG] = [1, 1, 0, 0];
v[gl.RGB] = [1, 1, 1, 0];
v[gl.RGBA] = [1, 1, 1, 1];
v[gl.RED_INTEGER] = [1, 0, 0, 0];
v[gl.RG_INTEGER] = [1, 1, 0, 0];
v[gl.RGB_INTEGER] = [1, 1, 1, 0];
v[gl.RGBA_INTEGER] = [1, 1, 1, 1];
}
const depthTextureFormats = [
gl.DEPTH_COMPONENT16,
gl.DEPTH_COMPONENT24,
gl.DEPTH_COMPONENT32F,
gl.DEPTH24_STENCIL8,
gl.DEPTH32F_STENCIL8,
];
const intTextureFormats = [
gl.R8I,
gl.R16I,
gl.R32I,
gl.RG8I,
gl.RG16I,
gl.RG32I,
gl.RGB8I,
gl.RGB16I,
gl.RGB32I,
gl.RGBA8I,
gl.RGBA16I,
gl.RGBA32I,
];
const unsignedIntTextureFormats = [
gl.R8UI,
gl.R16UI,
gl.R32UI,
gl.RG8UI,
gl.RG16UI,
gl.RG32UI,
gl.RGB8UI,
gl.RGB16UI,
gl.RGB32UI,
gl.RGBA8UI,
gl.RGB10_A2UI,
gl.RGBA16UI,
gl.RGBA32UI,
];
const floatTextureFormats = Object.keys(textureInternalFormatInfo).map(function(v) {
return parseInt(v);
}).filter(function(format) {
return intTextureFormats.indexOf(format) < 0 &&
unsignedIntTextureFormats.indexOf(format) < 0 &&
depthTextureFormats.indexOf(format);
});
const expectedColorByInternalFormat = {};
expectedColorByInternalFormat[gl.SRGB8_ALPHA8] = [225, 188, 137, 255];
function clearFloat(gl) {
gl.clearBufferfv(gl.COLOR, 0, [0, 0, 0, 0]);
}
function clearInt(gl) {
gl.clearBufferiv(gl.COLOR, 0, [0, 0, 0, 0]);
}
function clearUint(gl) {
gl.clearBufferuiv(gl.COLOR, 0, [0, 0, 0, 0]);
}
function checkData(data, expected, internalFormat, tolerance) {
const internalFormatInfo = textureInternalFormatInfo[internalFormat];
const validChannels = validChannelsByTextureFormat[internalFormatInfo.textureFormat];
if (!validChannels) {
testFailed('oops');
return;
}
for (let y = 0; y < texHeight; ++y) {
for (let x = 0; x < texWidth; ++x) {
for (let c = 0; c < validChannels.length; ++c) {
if (validChannels[c]) {
const offset = (y * texWidth + x) * 4 + c;
const pixel = data[offset];
const diff = Math.abs(pixel - expected[c]);
if (diff > tolerance) {
testFailed(`pixel ${x},${y} channel ${c} was ${pixel} expected ${expected[c]} +/- ${tolerance}`);
return;
}
}
}
}
}
testPassed(`data was ${expected.join(',')}`);
}
function checkFloat(gl, textureInfo, expected) {
const data = new Uint8Array(texWidth * texHeight * 4);
gl.readPixels(0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, data);
const internalFormat = textureInfo.internalFormat;
wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from readPixels with ${wtu.glEnumToString(gl, internalFormat)}`);
checkData(data, expected, internalFormat, 9);
}
function checkInt(gl, textureInfo, expected) {
const data = new Int32Array(texWidth * texHeight * 4);
gl.readPixels(0, 0, texWidth, texHeight, gl.RGBA_INTEGER, gl.INT, data);
const internalFormat = textureInfo.internalFormat;
wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from readPixels with ${wtu.glEnumToString(gl, internalFormat)}`);
checkData(data, expected, internalFormat, 0);
}
function checkUint(gl, textureInfo, expected) {
const data = new Uint32Array(texWidth * texHeight * 4);
gl.readPixels(0, 0, texWidth, texHeight, gl.RGBA_INTEGER, gl.UNSIGNED_INT, data);
const internalFormat = textureInfo.internalFormat;
wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from readPixels with ${wtu.glEnumToString(gl, internalFormat)}`);
checkData(data, expected, internalFormat, 0);
}
const expectedFloatColor = [.75 * 255 | 0, .5 * 255 | 0, .25 * 255 | 0, 1 * 255 | 0];
const floatTypes = [
{ outType: 'vec4', outValue: 'vec4(.75, .5, .25, 1)', expected: expectedFloatColor, clear: clearFloat, check: checkFloat, target: gl.TEXTURE_2D, },
{ outType: 'vec4', outValue: 'vec4(.75, .5, .25, 1)', expected: expectedFloatColor, clear: clearFloat, check: checkFloat, target: gl.TEXTURE_3D, },
{ outType: 'vec4', outValue: 'vec4(.75, .5, .25, 1)', expected: expectedFloatColor, clear: clearFloat, check: checkFloat, target: gl.TEXTURE_2D_ARRAY, },
];
const expectedIntColor = [1, 2, 4, 3];
const signedIntTypes = [
{ outType: 'ivec4', outValue: 'ivec4(1, 2, 4, 3)', expected: expectedIntColor, clear: clearInt, check: checkInt, target: gl.TEXTURE_2D, },
{ outType: 'ivec4', outValue: 'ivec4(1, 2, 4, 3)', expected: expectedIntColor, clear: clearInt, check: checkInt, target: gl.TEXTURE_3D, },
{ outType: 'ivec4', outValue: 'ivec4(1, 2, 4, 3)', expected: expectedIntColor, clear: clearInt, check: checkInt, target: gl.TEXTURE_2D_ARRAY, },
];
const expectedUintColor = [1, 2, 4, 3];
const unsignedIntTypes = [
{ outType: 'uvec4', outValue: 'uvec4(1, 2, 4, 3)', expected: expectedUintColor, clear: clearUint, check: checkUint, target: gl.TEXTURE_2D, },
{ outType: 'uvec4', outValue: 'uvec4(1, 2, 4, 3)', expected: expectedUintColor, clear: clearUint, check: checkUint, target: gl.TEXTURE_3D, },
{ outType: 'uvec4', outValue: 'uvec4(1, 2, 4, 3)', expected: expectedUintColor, clear: clearUint, check: checkUint, target: gl.TEXTURE_2D_ARRAY, },
];
/**
* Gets the number of bytes per element for a given internalFormat / type
* @param {number} internalFormat The internalFormat parameter from texImage2D etc..
* @param {number} type The type parameter for texImage2D etc..
* @return {number} the number of bytes per element for the given internalFormat, type combo
* @memberOf module:twgl/textures
*/
function getBytesPerElementForInternalFormat(internalFormat, type) {
const info = textureInternalFormatInfo[internalFormat];
if (!info) {
throw "unknown internal format";
}
const bytesPerElement = info.bytesPerElementMap[type];
if (bytesPerElement === undefined) {
throw "unknown internal format";
}
return bytesPerElement;
}
function make2DTexture(gl, target, internalFormat, format, type) {
gl.texImage2D(target, 0, internalFormat, texWidth, texHeight, 0, format, type, null);
}
function make3DTexture(gl, target, internalFormat, format, type) {
gl.texImage3D(target, 0, internalFormat, texWidth, texHeight, texDepth, 0, format, type, null);
}
function attach2DTexture(gl, target, texture) {
const level = 0;
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, target, texture, level);
}
function attach3DTexture(gl, target, texture) {
const level = 0;
const slice = texDepth - 1;
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture, level, slice);
}
const targets = {};
targets[gl.TEXTURE_2D] = { make: make2DTexture, attach: attach2DTexture, },
targets[gl.TEXTURE_3D] = { make: make3DTexture, attach: attach3DTexture, },
targets[gl.TEXTURE_2D_ARRAY] = { make: make3DTexture, attach: attach3DTexture, },
debug("create textures");
Object.keys(targets).forEach(function(target) {
debug("");
target = parseInt(target);
debug(wtu.glEnumToString(gl, target))
const targetInfo = targets[target];
targetInfo.textures = [];
Object.keys(textureInternalFormatInfo).forEach(function(internalFormat) {
internalFormat = parseInt(internalFormat);
const isDepthFormat = depthTextureFormats.indexOf(internalFormat) >= 0;
if (isDepthFormat) {
return;
}
const info = textureInternalFormatInfo[internalFormat];
if (!info.colorRenderable) {
return;
}
const texture = gl.createTexture();
gl.bindTexture(target, texture);
targetInfo.make(gl, target, internalFormat, info.textureFormat, info.type[0]);
targetInfo.textures.push({
internalFormat: internalFormat,
texture: texture,
});
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from setup for ${wtu.glEnumToString(gl, target)} ${wtu.glEnumToString(gl, internalFormat)}`);
});
});
// set the canvas to a known color
const half = 127 / 255;
gl.clearColor(half, half, half, half);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.clearColor(0, 0, 0, 0);
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.viewport(0, 0, texWidth, texHeight);
const rb = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, texWidth, texHeight);
testTypes('float', floatTypes, floatTextureFormats);
testTypes('int', signedIntTypes, intTextureFormats);
testTypes('unsigned', unsignedIntTypes, unsignedIntTextureFormats);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
wtu.checkCanvas(gl, [127, 127, 127, 127], "canvas should be [127, 127, 127, 127]");
function testTypes(label, types, compatibleFormats) {
debug('');
types.forEach(function(typeInfo) {
debug(`\nchecking ${wtu.glEnumToString(gl, typeInfo.target)} with ${label} texture formats`);
const program = wtu.setupProgram(gl, ['vshader', makeFragmentShader(typeInfo)], [], console.log.bind(console));
if (!program) {
testFailed("Loading program failed");
return;
}
testPassed("Loading program succeeded");
const target = typeInfo.target;
const targetInfo = targets[target];
targetInfo.textures.filter(function(textureInfo) {
return compatibleFormats.indexOf(textureInfo.internalFormat) >= 0;
}).forEach(function(textureInfo) {
const internalFormat = textureInfo.internalFormat;
const desc = `${wtu.glEnumToString(gl, target)} ${wtu.glEnumToString(gl, internalFormat)}`;
const expected = expectedColorByInternalFormat[internalFormat] || typeInfo.expected;
debug('');
debug(desc);
targetInfo.attach(gl, target, textureInfo.texture);
wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, gl.FRAMEBUFFER_COMPLETE, `for ${desc}`);
typeInfo.clear(gl);
if (wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from clear to ${desc}`)) {
return;
}
typeInfo.check(gl, textureInfo, [0, 0, 0, 0]);
gl.drawArrays(gl.POINTS, 0, 1);
if (wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from render to ${desc}`)) {
return;
}
typeInfo.check(gl, textureInfo, expected);
typeInfo.clear(gl);
if (wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from clear to ${desc}`)) {
return;
}
typeInfo.check(gl, textureInfo, [0, 0, 0, 0]);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb);
wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, gl.FRAMEBUFFER_COMPLETE, `for ${desc} with depth renderbuffer`);
gl.clearBufferfv(gl.DEPTH, 0, [1]);
gl.drawArrays(gl.POINTS, 0, 1);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from render to ${desc}`);
typeInfo.check(gl, textureInfo, expected);
});
});
}
}
debug("");
var successfullyParsed = true;
</script>
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