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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Scissor FBO Test</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="16" height="16" style="width: 40px; height: 40px;"> </canvas>
<script>
"use strict";
description("checks the scissor does not change when switching framebuffers");
debug("");
debug("Canvas.getContext");
var wtu = WebGLTestUtils;
function makeFramebuffer(width, height) {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return fb;
}
function checkCanvasRect(x, y, width, height, color, msg) {
debug("checking: " + x + ", " + y + ", " + width + ", " + height);
wtu.checkCanvasRect(gl, x, y, width, height, color, msg);
}
var gl = wtu.create3DContext("canvas", {antialias: false});
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
var fb8x8 = makeFramebuffer(8, 8);
var fb32x32 = makeFramebuffer(32, 32);
var testScissor = function(scissorX, scissorY, scissorWidth, scissorHeight, msg) {
debug("");
debug(msg);
var test = function(fb, size) {
debug("");
debug("checking size: " + size);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.clearColor(0, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
var scissorRight = Math.min(scissorX + scissorWidth, size);
var scissorTop = Math.min(scissorY + scissorHeight, size);
var scWidth = scissorRight - scissorX;
var scHeight = scissorTop - scissorY;
var rightWidth = Math.min(size - scissorRight, 0);
var topHeight = Math.max(size - scissorTop, 0);
checkCanvasRect(scissorX, scissorY, scWidth, scHeight, [0, 255, 0, 255], "should be green");
checkCanvasRect(0, 0, size, scissorY, [255, 0, 0, 255], "should be red");
checkCanvasRect(0, scissorTop, size, topHeight, [255, 0, 0, 255], "should be red");
checkCanvasRect(0, 0, scissorX, size, [255, 0, 0, 255], "should be red");
checkCanvasRect(scissorRight, 0, scissorX, rightWidth, [255, 0, 0, 255], "should be red");
};
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(1, 0, 0, 1);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb8x8);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb32x32);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb32x32);
gl.enable(gl.SCISSOR_TEST);
gl.scissor(scissorX, scissorY, scissorWidth, scissorHeight);
test(null, 16);
test(fb8x8, 8);
test(fb32x32, 32);
test(null, 16);
};
testScissor(2, 4, 12, 10, "test scissor in middle");
testScissor(0, 0, 12, 10, "test scissor at 0,0");
testScissor(0, 0, 16, 16, "test scissor with size that matches drawingbuffer");
glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../resources/js-test-post.js"></script>
</body>
</html>