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<!--
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.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Test if mipmap incomplete textures can be used as FBO attachments, and mipmap generation on a texture filled by an FBO works correctly</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="24" height="24"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
description();
var gl = wtu.create3DContext("example");
function testMipmapGeneration() {
// setup render target texture //
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 32, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, null);
// setup framebuffer //
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
// fill the framebuffer //
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.viewport(0, 0, 32, 32);
gl.clearColor(1, 0, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
// generate mipmap //
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.generateMipmap(gl.TEXTURE_2D);
var program = wtu.setupTexturedQuad(gl);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// readback //
wtu.checkCanvas(gl, [255, 0, 255, 255]);
}
var testCubemapFaceWithIncompleteMipmapInFBO = function() {
// Create a cube map texture that's not mipmap complete.
var tex2 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex2);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
var cube_map_faces = [
gl.TEXTURE_CUBE_MAP_POSITIVE_X,
gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
];
for (var i = 0; i < cube_map_faces.length; ++i) {
gl.texImage2D(cube_map_faces[i], 0, gl.RGBA, 32, 32, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
var fb2 = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex2, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors after attaching cube map face.");
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
var colorProgram = wtu.setupColorQuad(gl);
var colorLocation = gl.getUniformLocation(colorProgram, 'u_color');
gl.uniform4f(colorLocation, 0.0, 1.0, 0.0, 1.0);
gl.viewport(0, 0, 32, 32);
wtu.drawUnitQuad(gl);
// Read what's in the framebuffer - note that we need to use checkCanvasRect since the
// FB dimensions are different from canvas dimensions.
wtu.checkCanvasRect(gl, 0, 0, 32, 32, [0, 255, 0, 255],
"Framebuffer with a non-mipmap complete cube map attachment should be green");
}
testMipmapGeneration();
debug("");
testCubemapFaceWithIncompleteMipmapInFBO();
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>