Source code
Revision control
Copy as Markdown
Other Tools
<!--
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>Alpha blending bug on WebGL canvas</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="128" height="128"> </canvas>
<script id="vshader" type="x-shader/x-vertex">
attribute vec2 a_position;
varying vec2 v_uv;
void main()
{
v_uv = a_position.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5);
gl_Position = vec4(a_position.xy, 0.0, 1.0);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_texture;
uniform vec4 u_color;
void main()
{
vec4 tex = texture2D(u_texture, v_uv);
gl_FragColor = tex * u_color;
}
</script>
<script>
"use strict";
// This test exposes an Intel driver issue on macOS.
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
var program;
var offscreen_tex;
var fbo;
function init()
{
// Init program
program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_position"]);
// Init offscreen render targets and specify the format of offscreen texture to be RGB.
offscreen_tex = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, offscreen_tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, canvas.width, canvas.height, 0, gl.RGB, gl.UNSIGNED_BYTE, null);
fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, offscreen_tex, 0);
// Init blend state
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
}
function draw_rect()
{
gl.useProgram(program);
gl.bindTexture(gl.TEXTURE_2D, offscreen_tex);
var u_tex_loc = gl.getUniformLocation(program, 'u_texture');
gl.uniform1i(u_tex_loc, 0);
wtu.setupUnitQuad(gl);
wtu.drawFloatColorQuad(gl, [1.0, 1.0, 1.0, 1.0]);
}
function test_canvas_alpha() {
init();
// Clear offscreen texture to Green
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 1.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Clear default framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Enable alpha blending and render to default framebuffer
gl.enable(gl.BLEND);
draw_rect();
wtu.checkCanvasRect(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, [0, 255, 0, 255]);
}
test_canvas_alpha();
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>