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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
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Read or Draw when Attachment(s) Miss Image</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="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 reading/drawing when color attachment(s) miss image.");
var gl = wtu.create3DContext("example", undefined, 2);
var tex_read = gl.createTexture();
var tex_draw = gl.createTexture();
var tex_depth = gl.createTexture();
var tex_stencil = gl.createTexture();
var fbo_read = gl.createFramebuffer();
var fbo_draw = gl.createFramebuffer();
var size = 8;
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
// READ_FRAMEBUFFER has image at COLOR_ATTACHMENT0. READ_FRAMEBUFFER is framebuffer complete.
// Read from COLOR_ATTACHMENT1, which has no image attached.
init_read_fbo();
read();
// DRAW_FRAMEBUFFER has image at COLOR_ATTACHMENT0. DRAW_FRAMEBUFFER is framebuffer complete.
// Clear and draw COLOR_ATTACHMENT1 or COLOR_ATTACHMENT0 + COLOR_ATTACHMENT1 attaching point(s).
init_draw_fbo();
clear();
draw();
blit();
}
function init_read_fbo() {
gl.bindTexture(gl.TEXTURE_2D, tex_read);
wtu.fillTexture(gl, tex_read, size, size, [0x0, 0xff, 0xff, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA8);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_read, 0);
if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
testFailed("Framebuffer incomplete.");
return;
} else {
testPassed("framebuffer complete!");
}
}
function init_draw_fbo() {
gl.bindTexture(gl.TEXTURE_2D, tex_draw);
wtu.fillTexture(gl, tex_draw, size, size, [0x0, 0xff, 0xff, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA8);
wtu.fillTexture(gl, tex_depth, size, size, [0x80], 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, gl.DEPTH_COMPONENT16);
wtu.fillTexture(gl, tex_stencil, size, size, [0x40], 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, gl.DEPTH24_STENCIL8);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_draw, 0);
if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
testFailed("Framebuffer incomplete.");
return;
} else {
testPassed("framebuffer complete!");
}
}
function read() {
debug("");
debug("read from a color buffer which has no image attached");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_read);
gl.readBuffer(gl.COLOR_ATTACHMENT1);
var data = new Uint8Array(size * size * 4);
gl.readPixels(0, 0, size, size, gl.RGBA, gl.UNSIGNED_BYTE, data);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
var copy_2d = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, copy_2d);
gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 0, 0, size, size, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, size / 2, size / 2, 0, 0, size / 2, size / 2);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
var copy_3d = gl.createTexture();
gl.bindTexture(gl.TEXTURE_3D, copy_3d);
gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA8, size, size, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.copyTexSubImage3D(gl.TEXTURE_3D, 0, size / 2, size / 2, 0, 0, 0, size / 2, size / 2);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
gl.bindTexture(gl.TEXTURE_2D, null);
gl.deleteTexture(copy_2d);
gl.bindTexture(gl.TEXTURE_3D, null);
gl.deleteTexture(copy_3d);
}
function checkTextureValue(fbo, buffer, value) {
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo);
gl.readBuffer(buffer);
wtu.checkCanvas(gl, value);
gl.readBuffer(gl.COLOR_ATTACHMENT0);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
}
function clear() {
debug("");
debug("clear a color buffer which has no image attached");
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
var color = [0.0, 1.0, 0.0, 1.0];
gl.clearColor(color[0], color[1], color[2], color[3]);
gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// The image color at COLOR_ATTACHMENT0 should not be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// The image color at COLOR_ATTACHMENT0 should be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 0, 255]);
var data = new Float32Array(color);
gl.clearBufferfv(gl.COLOR, 1, data);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
}
function draw() {
debug("");
debug("draw to a color buffer which has no image attached");
var program = wtu.setupSimpleColorProgram(gl, 0);
gl.uniform4f(gl.getUniformLocation(program, "u_color"), 1, 0, 0, 1);
wtu.setupUnitQuad(gl, 0);
// Call to drawArrays
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
wtu.drawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// The image color at COLOR_ATTACHMENT0 should not be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 0, 255]);
gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
wtu.drawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// The image color at COLOR_ATTACHMENT0 should be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 0, 0, 255]);
// Call to drawElements
gl.uniform4f(gl.getUniformLocation(program, "u_color"), 1, 1, 0, 1);
wtu.setupIndexedQuad(gl, 1);
gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
wtu.drawIndexedQuad(gl, 1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// The image color at COLOR_ATTACHMENT0 should not be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 0, 0, 255]);
gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
wtu.drawIndexedQuad(gl, 1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// The image color at COLOR_ATTACHMENT0 should be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 255, 0, 255]);
}
function blit() {
debug("");
debug("blit color buffer(s) which have no image attached");
// Some or all draw buffers have no image. Read buffer have image. It should be OK.
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
gl.readBuffer(gl.COLOR_ATTACHMENT0);
gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 255, 0, 255]);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
gl.readBuffer(gl.COLOR_ATTACHMENT0);
gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// The image color at COLOR_ATTACHMENT0 in draw fbo should be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
// Draw buffer(s) have no image. Read buffer have no image. It should be OK.
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
gl.readBuffer(gl.COLOR_ATTACHMENT1);
gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
// Read buffer have no image. Some or all draw buffers have image. It should generate INVALID_OPERATION.
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
gl.readBuffer(gl.COLOR_ATTACHMENT1);
gl.drawBuffers([gl.COLOR_ATTACHMENT0]);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when read buffer misses image.");
// The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
gl.readBuffer(gl.COLOR_ATTACHMENT1);
gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when read buffer misses image.");
// The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
// Depth buffer in read fbo has no image. It should generate INVALID_OPERATION if depth buffer in draw fbo has image.
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, tex_depth, 0);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.DEPTH_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when depth buffer misses image.");
// Depth buffer in read fbo has no image. It should be OK if depth buffer in draw fbo has no image too.
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, null, 0);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.DEPTH_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// Validate some other parameters as usual
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.DEPTH_BUFFER_BIT, gl.LINEAR);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "invalid filter");
// Stencil buffer in read fbo has no image. It should generate INVALID_OPERATION if stencil buffer in draw fbo has image.
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, tex_stencil, 0);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.STENCIL_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when stencil buffer misses image.");
// Stencil buffer in read fbo has no image. It should be OK if stencil buffer in draw fbo has no image too.
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, null, 0);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.STENCIL_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
// Validate some other parameters as usual
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.STENCIL_BUFFER_BIT, gl.LINEAR);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "invalid filter");
}
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
gl.deleteTexture(tex_read);
gl.deleteTexture(tex_draw);
gl.deleteTexture(tex_depth);
gl.deleteTexture(tex_stencil);
gl.deleteFramebuffer(fbo_read);
gl.deleteFramebuffer(fbo_draw);
var successfullyParsed = true;
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