mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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134 lines
4.9 KiB
HTML
134 lines
4.9 KiB
HTML
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<!--
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Copyright (c) 2009 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>WebGL Framebuffer Test</title>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
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<script src="../resources/js-test-pre.js"></script>
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<script src="resources/webgl-test.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<canvas id="canvas" width="2" height="2"> </canvas>
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<script>
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description("This tests framebuffer/renderbuffer-related functions");
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debug("");
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debug("Canvas.getContext");
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var canvas = document.getElementById("canvas");
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var gl = create3DContext(canvas);
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if (!gl) {
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testFailed("context does not exist");
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} else {
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testPassed("context exists");
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debug("");
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debug("Checking framebuffer/renderbuffer stuff.");
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var value = gl.getFramebufferAttachmentParameter(
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gl.FRAMEBUFFER,
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gl.COLOR_ATTACHMENT0,
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gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
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assertMsg(gl.getError() == gl.INVALID_OPERATION,
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"calling getFramebufferAttachmentParameter on the default framebuffer should generate INVALID_OPERATION.");
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(gl.TEXTURE_2D,
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0, // level
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gl.RGBA, // internalFormat
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canvas.width, // width
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canvas.height, // height
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0, // border
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gl.RGBA, // format
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gl.UNSIGNED_BYTE, // type
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null); // data
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gl.framebufferTexture2D(
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gl.FRAMEBUFFER,
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gl.COLOR_ATTACHMENT0,
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gl.TEXTURE_2D,
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tex,
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0);
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assertMsg(gl.getError() == gl.INVALID_OPERATION,
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"trying to attach a texture to default framebuffer should generate INVALID_OPERATION.");
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gl.framebufferRenderbuffer(
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gl.FRAMEBUFFER,
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gl.COLOR_ATTACHMENT0,
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gl.RENDERBUFFER,
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null);
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assertMsg(gl.getError() == gl.INVALID_OPERATION,
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"trying to detach default renderbuffer from default framebuffer should generate INVALID_OPERATION.");
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var rb = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, canvas.width, canvas.height);
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assertMsg(gl.getError() == gl.NO_ERROR,
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"allocating renderbuffer storage of a newly created renderbuffer should succeed.");
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gl.framebufferRenderbuffer(
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gl.FRAMEBUFFER,
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gl.COLOR_ATTACHMENT0,
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gl.RENDERBUFFER,
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rb);
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assertMsg(gl.getError() == gl.INVALID_OPERATION,
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"trying to attach a renderbuffer to the default framebuffer should generate INVALID_OPERATION.");
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var fbtex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, fbtex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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var fb = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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assertMsg(gl.getError() == gl.NO_ERROR,
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"binding a newly created framebuffer should succeed.");
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 0);
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assertMsg(gl.getError() == gl.NO_ERROR,
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"attaching a texture to a framebuffer should succeed.");
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 0);
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assertMsg(gl.getError() == gl.NO_ERROR,
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"detaching a texture from a framebuffer should succeed.");
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 1);
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assertMsg(gl.getError() == gl.INVALID_VALUE,
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"calling framebufferTexture2D with non-zero mipmap level should generate INVALID_VALUE.");
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
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assertMsg(gl.getError() == gl.NO_ERROR,
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"attaching a renderbuffer to a framebuffer should succeed.");
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
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assertMsg(gl.getError() == gl.NO_ERROR,
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"detaching a renderbuffer from a framebuffer should succeed.");
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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assertMsg(gl.getError() == gl.NO_ERROR,
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"binding default (null) framebuffer should succeed.");
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}
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debug("");
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successfullyParsed = true;
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</script>
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<script src="../resources/js-test-post.js"></script>
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<script>
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</script>
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</body>
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</html>
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