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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>WebGL R11F_G11F_B10F 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>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
description("This tests multisample blitting with the R11F_G11F_B10F format.");
var width = 8;
var height = 8;
function runWithContextCreationArguments(args) {
debug('');
debug('Running test with arguments: ' + JSON.stringify(args));
var canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
var gl = wtu.create3DContext(canvas, args, 2);
if (!gl) {
testFailed("WebGL 2.0 context does not exist");
return;
}
var ext = gl.getExtension("EXT_color_buffer_float");
if (!ext) {
testPassed("EXT_color_buffer_float extension not supported");
return;
}
var samples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.R11F_G11F_B10F, gl.SAMPLES);
// Set up source framebuffer.
var rb = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.R11F_G11F_B10F, width, height);
var readfb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, readfb);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after multisampled R11F_G11F_B10F FBO setup");
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
testFailed("Source framebuffer incomplete.");
return;
}
// Draw something to that framebuffer.
gl.clearColor(0.0, 1.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after clearing R11F_G11F_B10F framebuffer");
// Set up destination framebuffer for resolving MSAA.
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.R11F_G11F_B10F, width, height, 0, gl.RGB, gl.UNSIGNED_INT_10F_11F_11F_REV, null);
var drawfb = gl.createFramebuffer();
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, drawfb);
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after destination R11F_G11F_B10F FBO setup");
if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
testFailed("Framebuffer incomplete.");
return;
}
// Attempt a blit.
gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.LINEAR);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after blitFramebuffer for multisample resolve");
// Try a readback.
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, drawfb);
var readBackBuf = new Float32Array(width * height * 4);
wtu.checkCanvasRect(gl, 0, 0, width, height, [0.0, 1.0, 0.0], "should be green", undefined, readBackBuf, gl.FLOAT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after floating-point canvas readback");
// If default backbuffer is RGB and non-antialiased, test blitting to it too.
if (args && !args['alpha'] && !args['antialias']) {
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, drawfb);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.LINEAR);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after blit to default back buffer");
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
wtu.checkCanvas(gl, [ 0, 255, 0, 255 ], "default back buffer should be green");
}
}
// The format of the back buffer should have no effect on the behavior of this test.
runWithContextCreationArguments(undefined);
runWithContextCreationArguments({ alpha: true, antialias: true });
runWithContextCreationArguments({ alpha: true, antialias: false });
runWithContextCreationArguments({ alpha: false, antialias: true });
runWithContextCreationArguments({ alpha: false, antialias: false });
var successfullyParsed = true;
</script>
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