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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 FramebufferTextureLayer Test</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";
var wtu = WebGLTestUtils;
var gl;
var canvas = document.getElementById("canvas");
function numLevelsFromSize(size) {
var levels = 0;
while ((size >> levels) > 0) {
++levels;
}
return levels;
}
function checkFramebuffer(expected) {
var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (expected.indexOf(actual) < 0) {
var msg = "checkFramebufferStatus expects [";
for (var index = 0; index < expected.length; ++index) {
msg += wtu.glEnumToString(gl, expected[index]);
if (index + 1 < expected.length)
msg += ", ";
}
msg += "], was " + wtu.glEnumToString(gl, actual);
testFailed(msg);
} else {
var msg = "checkFramebufferStatus got " + wtu.glEnumToString(gl, actual) +
" as expected";
testPassed(msg);
}
}
function testFramebufferTextureLayer() {
debug("");
debug("Checking FramebufferTextureLayer stuff.");
var tex3d = gl.createTexture();
var fb = gl.createFramebuffer();
gl.bindTexture(gl.TEXTURE_3D, tex3d);
gl.texImage3D(gl.TEXTURE_3D,
0, // level
gl.RGBA, // internalFormat
1, // width
1, // height
1, // depth
0, // border
gl.RGBA, // format
gl.UNSIGNED_BYTE, // type
new Uint8Array([0xff, 0x00, 0x00, 0x00])); // data
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"attaching a texture to default framebuffer should generate INVALID_OPERATION.");
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"attaching a texture to a framebuffer should succeed.");
checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]);
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, null, 0, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"detaching a texture from a framebuffer should succeed.");
var maxTexSize = gl.getParameter(gl.MAX_3D_TEXTURE_SIZE);
var maxLevels = numLevelsFromSize(maxTexSize);
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, maxLevels - 1, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling framebufferTextureLayer with an appropriate mipmap level should succeed.");
checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT]);
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, maxLevels, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"calling framebufferTextureLayer with a mipmap level out of range should generate INVALID_VALUE.");
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, -1);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"calling framebufferTextureLayer with a negative texture layer should generate INVALID_VALUE.");
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, maxTexSize);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"calling framebufferTextureLayer with a texture layer out of range should generate INVALID_VALUE.");
var tex2d = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex2d);
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex2d, 0, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"attaching a 2d texture to a framebuffer should generate INVALID_OPERATION.");
var texDepthStencil = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D_ARRAY, texDepthStencil);
var fbDepthStencil = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbDepthStencil);
gl.texImage3D(gl.TEXTURE_2D_ARRAY,
0, // level
gl.DEPTH24_STENCIL8, // internalFormat
1, // width
1, // height
1, // depth
0, // border
gl.DEPTH_STENCIL, // format
gl.UNSIGNED_INT_24_8, // type
new Uint32Array([0])); // data
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, texDepthStencil, 0, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"attaching a depth_stencil texture to a framebuffer should succeed.");
checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]);
var texDepthStencil = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D_ARRAY, texDepthStencil);
var texDepthStencilMany = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D_ARRAY, texDepthStencilMany);
var fbDepthStencilMany = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbDepthStencilMany);
gl.texImage3D(gl.TEXTURE_2D_ARRAY,
0, // level
gl.DEPTH24_STENCIL8, // internalFormat
1, // width
1, // height
2, // depth
0, // border
gl.DEPTH_STENCIL, // format
gl.UNSIGNED_INT_24_8, // type
new Uint32Array([0, 1])); // data
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, texDepthStencilMany, 0, 0);
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, texDepthStencilMany, 0, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"attaching a depth_stencil 2d array texture level 0 to a framebuffer should succeed.");
checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]);
shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", texDepthStencilMany);
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, texDepthStencilMany, 0, 1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"attaching a 2d array texture level 0 to depth and layer 1 to stencil attachment of a framebuffer should succeed.");
// "Depth and stencil attachments, if present, are the same image." If not, then "FRAMEBUFFER_UNSUPPORTED".
checkFramebuffer([gl.FRAMEBUFFER_UNSUPPORTED]);
shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", texDepthStencilMany);
// Clean up
gl.deleteTexture(tex3d);
gl.deleteTexture(texDepthStencil);
gl.deleteTexture(tex2d);
gl.deleteFramebuffer(fb);
gl.deleteFramebuffer(fbDepthStencil);
}
description("This tests framebufferTextureLayer.");
shouldBeNonNull("gl = wtu.create3DContext(undefined, undefined, 2)");
testFramebufferTextureLayer();
debug("");
var successfullyParsed = true;
</script>
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