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>WebGL gl calls Conformance Tests</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';
description('Test implicit target assignment during FB attachment');
const wtu = WebGLTestUtils;
const gl = wtu.create3DContext('canvas');
let fb, rb, tex;
(() => {
if (!gl) {
testFailed('context does not exist');
return;
}
fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
wtu.glErrorShouldBe(gl, 0, 'No errors');
// -
debug('');
debug('framebufferRenderbuffer');
rb = gl.createRenderbuffer();
shouldBe('gl.isRenderbuffer(rb)', 'false');
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
shouldBe('gl.isRenderbuffer(rb)', 'true');
rb = gl.createRenderbuffer();
shouldBe('gl.isRenderbuffer(rb)', 'false');
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, 'framebufferRenderbuffer must be preceeded by some bindRenderbuffer');
shouldBe('gl.isRenderbuffer(rb)', 'false');
wtu.glErrorShouldBe(gl, 0, 'No errors');
// -
debug('');
debug('framebufferTexture2D');
tex = gl.createTexture();
shouldBe('gl.isTexture(tex)', 'false');
gl.bindTexture(gl.TEXTURE_2D, tex);
shouldBe('gl.isTexture(tex)', 'true');
tex = gl.createTexture();
shouldBe('gl.isTexture(tex)', 'false');
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, 'framebufferTexture2D must be preceeded by some bindTexture');
shouldBe('gl.isTexture(tex)', 'false');
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
wtu.glErrorShouldBe(gl, 0, 'No errors after bindTexture');
tex = gl.createTexture();
shouldBe('gl.isTexture(tex)', 'false');
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, 'framebufferTexture2D must be preceeded by some bindTexture');
shouldBe('gl.isTexture(tex)', 'false');
gl.bindTexture(gl.TEXTURE_2D, tex);
wtu.glErrorShouldBe(gl, 0, 'No errors after bindTexture');
})();
debug('');
var successfullyParsed = true;
</script>
<script src='../../js/js-test-post.js'></script>
</body>
</html>