Source code
Revision control
Copy as Markdown
Other Tools
<!--
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 framebuffer using a non-square texture with a changing base level</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="16" height="16"> </canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
var gl;
function testNonSquareFramebufferTextureWithChangingBaseLevel() {
var program = wtu.setupSimpleTextureProgram(gl);
wtu.setupUnitQuad(gl);
var width = 8;
var height = 4;
debug("");
debug("Text texture width " + width + " x height " + height);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// Create all mipmap levels for the texture from level 0 to the 1x1 pixel level.
var level = 0;
var levelW = width;
var levelH = height;
gl.texImage2D(gl.TEXTURE_2D, level, gl.RGBA, levelW, levelH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
while (levelW > 1 || levelH > 1)
{
++level;
levelW = Math.max(1, Math.floor(width / Math.pow(2, level)));
levelH = Math.max(1, Math.floor(height / Math.pow(2, level)));
gl.texImage2D(gl.TEXTURE_2D, level, gl.RGBA, levelW, levelH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
// Clear each level of the texture using an FBO. Change the base level to match the level used for the FBO on each iteration.
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
level = 0;
levelW = width;
levelH = height;
while (levelW > 1 || levelH > 1)
{
var levelW = Math.floor(width / Math.pow(2, level));
var levelH = Math.floor(height / Math.pow(2, level));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, level);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, level);
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setup framebuffer with texture should succeed.");
gl.clearColor(0, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Clearing the texture level " + level + " to green should succeed.");
wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 255, 0, 255], "should be green");
++level;
}
debug("");
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 0);
wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Drawing the texture to default framebuffer with base level 0 should succeed.");
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
gl.deleteTexture(texture);
gl.deleteFramebuffer(fbo);
}
description();
var canvas = document.getElementById("canvas");
shouldBeNonNull("gl = wtu.create3DContext(canvas, undefined, 2)");
testNonSquareFramebufferTextureWithChangingBaseLevel();
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>