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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Test WebGL2 default draw buffer behavior without explicit drawBuffers call</title>
<link rel="stylesheet" href="resources/webgl_test_files/resources/js-test-style.css"/>
<script src="resources/webgl_test_files/js/js-test-pre.js"></script>
<script src="resources/webgl_test_files/js/webgl-test-utils.js"></script>
</head>
<body onload="runTest()">
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("Test that WebGL2 framebuffer rendering works correctly without an explicit drawBuffers call.");
var wtu = WebGLTestUtils;
function runTest()
{
var canvas = document.createElement("canvas");
canvas.width = 16;
canvas.height = 16;
document.body.appendChild(canvas);
var gl = wtu.create3DContext(canvas, undefined, 2);
if (!gl) {
testFailed("WebGL2 context does not exist");
finishTest();
return;
}
testPassed("WebGL2 context created");
var vertexShaderSource = `#version 300 es
in vec4 vPosition;
void main() {
gl_Position = vPosition;
}`;
var fragmentShaderSource = `#version 300 es
precision mediump float;
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}`;
var program = wtu.setupProgram(gl, [vertexShaderSource, fragmentShaderSource], ["vPosition"]);
if (!program) {
testFailed("Failed to create program");
finishTest();
return;
}
wtu.setupUnitQuad(gl);
// Create framebuffer and attach texture without calling drawBuffers()
var fb = gl.createFramebuffer();
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
testFailed("Framebuffer is not complete");
finishTest();
return;
}
testPassed("WebGL2 framebuffer created WITHOUT calling drawBuffers()");
// Draw and verify red pixels
gl.viewport(0, 0, 16, 16);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.drawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "draw should succeed");
wtu.checkCanvas(gl, [255, 0, 0, 255], "framebuffer should contain red pixels after draw", 1);
// Cleanup
gl.deleteFramebuffer(fb);
gl.deleteTexture(texture);
gl.deleteProgram(program);
finishTest();
}
</script>
</body>
</html>