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Unified Diff: third_party/webgl/sdk/tests/conformance/renderbuffers/framebuffer-object-attachment.html

Issue 9373009: Check in webgl conformance tests r16844 from khronos. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
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Index: third_party/webgl/sdk/tests/conformance/renderbuffers/framebuffer-object-attachment.html
===================================================================
--- third_party/webgl/sdk/tests/conformance/renderbuffers/framebuffer-object-attachment.html (revision 0)
+++ third_party/webgl/sdk/tests/conformance/renderbuffers/framebuffer-object-attachment.html (revision 0)
@@ -0,0 +1,423 @@
+<!--
+Copyright (c) 2011 The Chromium Authors.
+Copyright (c) 2011 Mozilla Foundation.
+
+All rights reserved.
+Use of this source code is governed by a BSD-style license that can be
+found in the LICENSE file.
+ -->
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<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>
+
+<script>
+var wtu = WebGLTestUtils;
+var gl;
+var fbo;
+var depthBuffer;
+var stencilBuffer;
+var depthStencilBuffer;
+var colorBuffer;
+var width;
+var height;
+
+const ALLOW_COMPLETE = 0x01;
+const ALLOW_UNSUPPORTED = 0x02;
+const ALLOW_INCOMPLETE_ATTACHMENT = 0x04;
+
+function checkFramebufferForAllowedStatuses(allowedStatuses)
+{
+ // If the framebuffer is in an error state for multiple reasons,
+ // we can't guarantee which one will be reported.
+ var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ var statusAllowed = ((allowedStatuses & ALLOW_COMPLETE) && (status == gl.FRAMEBUFFER_COMPLETE)) ||
+ ((allowedStatuses & ALLOW_UNSUPPORTED) && (status == gl.FRAMEBUFFER_UNSUPPORTED)) ||
+ ((allowedStatuses & ALLOW_INCOMPLETE_ATTACHMENT) && (status == gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT));
+ var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) returned " + status;
+ if (statusAllowed)
+ testPassed(msg);
+ else
+ testFailed(msg);
+}
+
+function testAttachment(attachment, buffer, allowedStatuses)
+{
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, buffer);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ checkFramebufferForAllowedStatuses(allowedStatuses);
+ if ((allowedStatuses & ALLOW_COMPLETE) == 0) {
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
+ gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(width * height * 4));
+ glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
+ }
+ gl.deleteFramebuffer(fbo);
+}
+
+function testAttachments(attachment0, buffer0, attachment1, buffer1, allowedStatuses)
+{
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment0, gl.RENDERBUFFER, buffer0);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment1, gl.RENDERBUFFER, buffer1);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ checkFramebufferForAllowedStatuses(allowedStatuses);
+ gl.deleteFramebuffer(fbo);
+}
+
+function testColorRenderbuffer(internalformat, allowedStatuses)
+{
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, internalformat, width, height);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ testAttachment(gl.COLOR_ATTACHMENT0, colorBuffer, allowedStatuses);
+}
+
+function testDepthStencilRenderbuffer(allowedStatuses)
+{
+ shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+
+ // OpenGL itself doesn't seem to guarantee that e.g. a 2 x 0
+ // renderbuffer will report 2 for its width when queried.
+ if (!(height == 0 && width > 0))
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)", "width");
+ if (!(width == 0 && height > 0))
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)", "height");
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)", "gl.DEPTH_STENCIL");
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)", "0");
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)", "0");
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)", "0");
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)", "0");
+ // Avoid verifying these for zero-sized renderbuffers for the time
+ // being since it appears that even OpenGL doesn't guarantee them.
+ if (width > 0 && height > 0) {
+ shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE) > 0");
+ shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_STENCIL_SIZE) > 0");
+ }
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatuses);
+}
+
+description("Test framebuffer object attachment behaviors");
+
+for (width = 0; width <= 2; width += 2)
+{
+ for (height = 0; height <= 2; height += 2)
+ {
+ debug("");
+ debug("Dimensions " + width + " x " + height);
+
+ debug("Create renderbuffers");
+ shouldBeNonNull("gl = create3DContext()");
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ shouldBeNonNull("stencilBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, width, height);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+
+ var allowedStatusForGoodCase
+ = (width == 0 || height == 0) ? ALLOW_INCOMPLETE_ATTACHMENT : ALLOW_COMPLETE;
+
+ // some cases involving stencil seem to be implementation-dependent
+ var allowedStatusForImplDependentCase = allowedStatusForGoodCase | ALLOW_UNSUPPORTED;
+
+ debug("Attach depth using DEPTH_ATTACHMENT");
+ testAttachment(gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForGoodCase);
+ debug("Attach depth using STENCIL_ATTACHMENT");
+ testAttachment(gl.STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+ debug("Attach depth using DEPTH_STENCIL_ATTACHMENT");
+ testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+ debug("Attach stencil using STENCIL_ATTACHMENT");
+ testAttachment(gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForImplDependentCase);
+ debug("Attach stencil using DEPTH_ATTACHMENT");
+ testAttachment(gl.DEPTH_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+ debug("Attach stencil using DEPTH_STENCIL_ATTACHMENT");
+ testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+ debug("Attach depthStencil using DEPTH_STENCIL_ATTACHMENT");
+ testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForGoodCase);
+ debug("Attach depthStencil using DEPTH_ATTACHMENT");
+ testAttachment(gl.DEPTH_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+ debug("Attach depthStencil using STENCIL_ATTACHMENT");
+ testAttachment(gl.STENCIL_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+
+ var allowedStatusForConflictedAttachment
+ = (width == 0 || height == 0) ? ALLOW_UNSUPPORTED | ALLOW_INCOMPLETE_ATTACHMENT
+ : ALLOW_UNSUPPORTED;
+
+ debug("Attach depth, then stencil, causing conflict");
+ testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment);
+ debug("Attach stencil, then depth, causing conflict");
+ testAttachments(gl.STENCIL_ATTACHMENT, stencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
+ debug("Attach depth, then depthStencil, causing conflict");
+ testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment);
+ debug("Attach depthStencil, then depth, causing conflict");
+ testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
+ debug("Attach stencil, then depthStencil, causing conflict");
+ testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment);
+ debug("Attach depthStencil, then stencil, causing conflict");
+ testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment);
+
+ debug("Attach color renderbuffer with internalformat == RGBA4");
+ testColorRenderbuffer(gl.RGBA4, allowedStatusForGoodCase);
+
+ debug("Attach color renderbuffer with internalformat == RGB5_A1");
+ testColorRenderbuffer(gl.RGB5_A1, allowedStatusForGoodCase);
+
+ debug("Attach color renderbuffer with internalformat == RGB565");
+ testColorRenderbuffer(gl.RGB565, allowedStatusForGoodCase);
+
+ debug("Create and attach depthStencil renderbuffer");
+ testDepthStencilRenderbuffer(allowedStatusForGoodCase);
+ }
+}
+
+// Determine if we can attach both color and depth or color and depth_stencil
+var depthFormat;
+var depthAttachment;
+
+function checkValidColorDepthCombination() {
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+
+ shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+
+ return tryDepth(gl.DEPTH_COMPONENT16, gl.DEPTH_ATTACHMENT) || tryDepth(gl.DEPTH_STENCIL, gl.DEPTH_STENCIL_ATTACHMENT);
+
+ function tryDepth(try_format, try_attachment) {
+ if (depthAttachment) {
+ // If we've tried once unattach the old one.
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, null);
+ }
+ depthFormat = try_format;
+ depthAttachment = try_attachment;
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ return gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE;
+ }
+}
+
+if (checkValidColorDepthCombination()) {
+ testFramebufferIncompleteDimensions();
+ testFramebufferIncompleteAttachment();
+ testFramebufferIncompleteMissingAttachment();
+ testUsingIncompleteFramebuffer();
+}
+
+function checkFramebuffer(expected) {
+ var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) should be " + wtu.glEnumToString(gl, expected) + " was " + wtu.glEnumToString(gl, actual);
+ if (expected != gl.FRAMEBUFFER_COMPLETE) {
+ msg += " or FRAMEBUFFER_UNSUPPORTED";
+ }
+ if (actual == expected ||
+ (expected != gl.FRAMEBUFFER_COMPLETE &&
+ actual == gl.FRAMBUFFER_UNSUPPORTED)) {
+ testPassed(msg);
+ } else {
+ testFailed(msg);
+ }
+}
+
+function testUsingIncompleteFramebuffer() {
+ debug("");
+ debug("Test drawing or reading from an incomplete framebuffer");
+ var program = wtu.setupTexturedQuad(gl);
+ var tex = gl.createTexture();
+ wtu.fillTexture(gl, tex, 1, 1, [0,255,0,255]);
+
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+
+ shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ // We pick this combination because it works on desktop OpenGL but should not work on OpenGL ES 2.0
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
+ debug("");
+ debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
+ testRenderingAndReading();
+
+ shouldBeNonNull("fbo2 = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
+ debug("");
+ debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
+ testRenderingAndReading();
+
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0);
+ debug("");
+ debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
+ testRenderingAndReading();
+
+ function testRenderingAndReading() {
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ wtu.drawQuad(gl);
+ glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "drawArrays with incomplete framebuffer");
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));
+ glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "readPixels from incomplete framebuffer");
+ // copyTexImage and copyTexSubImage can be either INVALID_FRAMEBUFFER_OPERATION because
+ // the framebuffer is invalid OR INVALID_OPERATION because in the case of no attachments
+ // the framebuffer is not of a compatible type.
+ gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
+ glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexImage2D from incomplete framebuffer");
+ gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 1, 1, 0);
+ glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexSubImage2D from incomplete framebuffer");
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "clear with incomplete framebuffer");
+ }
+}
+
+function testFramebufferIncompleteAttachment() {
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ debug("");
+ debug("Wrong storage type for type of attachment be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
+
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ debug("");
+ debug("0 size attachment should be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
+
+ glErrorShouldBe(gl, gl.NO_ERROR);
+}
+
+function testFramebufferIncompleteMissingAttachment() {
+ debug("");
+ debug("No attachments should be INCOMPLETE_FRAMEBUFFER_MISSING_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
+
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
+
+ glErrorShouldBe(gl, gl.NO_ERROR);
+}
+
+function testFramebufferIncompleteDimensions() {
+ debug("");
+ debug("Attachments of different sizes should be FRAMEBUFFER_INCOMPLETE_DIMENSIONS (OpenGL ES 2.0 4.4.5)");
+
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+
+ shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 32);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
+ glErrorShouldBe(gl, gl.NO_ERROR);
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ return;
+ }
+
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ glErrorShouldBe(gl, gl.NO_ERROR);
+}
+
+successfullyParsed = true;
+</script>
+
+<script src="../../resources/js-test-post.js"></script>
+</body>
+</html>
Property changes on: third_party/webgl/sdk/tests/conformance/renderbuffers/framebuffer-object-attachment.html
___________________________________________________________________
Added: svn:eol-style
+ LF

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