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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.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL BlitFramebuffer 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>
<canvas id="canvas" width="8" height="8"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
description("This test verifies the functionality of blitFramebuffer with multisampled sRGB color buffer.");
var gl = wtu.create3DContext("canvas", undefined, 2);
var tex_blit = gl.createTexture();
var fb0 = gl.createFramebuffer();
var rb0 = gl.createRenderbuffer();
var fbo_blit = gl.createFramebuffer();
var size = 32;
var program;
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
init();
var filters = [gl.LINEAR, gl.NEAREST];
for (var ii = 0; ii < filters.length; ++ii) {
blitframebuffer_multisampled_readbuffer(gl.SRGB8_ALPHA8, gl.SRGB8_ALPHA8, filters[ii]);
}
}
function init() {
program = wtu.setupColorQuad(gl);
gl.viewport(0, 0, size, size);
}
function blitframebuffer_helper(readbufferFormat, drawbufferFormat, filter) {
// Create draw framebuffer and feed 0 to draw buffer
gl.bindTexture(gl.TEXTURE_2D, tex_blit);
gl.texImage2D(gl.TEXTURE_2D, 0, drawbufferFormat, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_blit);
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_blit, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "setup draw framebuffer should succeed");
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, filter);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitframebuffer should succeed");
}
function blitframebuffer_multisampled_readbuffer(readbufferFormat, drawbufferFormat, filter) {
debug("");
debug("Test blitFramebuffer when the read buffer is a multisampled srgb image. The filter is: " + wtu.glEnumToString(gl, filter));
debug("read buffer format is: " + wtu.glEnumToString(gl, readbufferFormat) + ", draw buffer format is: " + wtu.glEnumToString(gl, drawbufferFormat));
// Draw to a multi-sampled srgb image, and blit to a srgb image.
gl.bindRenderbuffer(gl.RENDERBUFFER, rb0);
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, readbufferFormat, size, size);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
testFailed("Framebuffer incomplete.");
return;
}
var color = [252, 122, 15, 255];
var expectedColor = wtu.linearToSRGB(color);
for (var i = 0; i < 4; ++i) {
color[i] = color[i] / 255;
}
// Draw a rectangle. Fill it with solid color.
// Note that the draw buffer is a multisampled srgb image. So during drawing, the color will be converted into srgb color space.
gl.useProgram(program);
wtu.drawFloatColorQuad(gl, color);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0);
blitframebuffer_helper(readbufferFormat, drawbufferFormat, filter);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Blit from a multi-sampled srgb image to a srgb image should succeed");
// Compare
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_blit);
wtu.checkCanvasRect(gl, 0, 0, size, size, expectedColor);
}
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
gl.deleteRenderbuffer(rb0);
gl.deleteTexture(tex_blit);
gl.deleteFramebuffer(fb0);
gl.deleteFramebuffer(fbo_blit);
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>