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31 <meta charset="utf-8">
32 <title>WebGL Framebuffer state restoration Test</title>
33 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
34 <script src="../../resources/js-test-pre.js"></script>
35 <script src="../resources/webgl-test-utils.js"> </script>
38 <canvas id="example" width="50" height="50">
40 <div id="description"></div>
41 <div id="console"></div>
44 var wtu = WebGLTestUtils;
48 var gl = wtu.create3DContext("example", {preserveDrawingBuffer: true});
49 var program = wtu.setupColorQuad(gl);
50 var colorLoc = gl.getUniformLocation(program, "u_color");
51 gl.enable(gl.DEPTH_TEST);
52 gl.depthFunc(gl.LESS);
54 var testDrawToBackBuffer = function(label) {
56 debug("drawing to backbuffer " + label);
57 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
59 gl.uniform4fv(colorLoc, [0, 1, 0, 1]);
60 gl.drawArrays(gl.TRIANGLES, 0, 6);
61 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
62 // Draw in red, should not draw because of depth test.
63 gl.uniform4fv(colorLoc, [1, 0, 0, 1]);
64 gl.drawArrays(gl.TRIANGLES, 0, 6);
65 wtu.checkCanvas(gl, [0, 255, 0, 255], "should still be green");
68 var testDrawToFBO = function(label ) {
70 debug("drawing to framebuffer " + label);
72 gl.uniform4fv(colorLoc, [0, 1, 0, 1]);
73 gl.drawArrays(gl.TRIANGLES, 0, 6);
74 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
75 // Draw in red as there is not depth buffer.
76 gl.uniform4fv(colorLoc, [1, 0, 0, 1]);
77 gl.drawArrays(gl.TRIANGLES, 0, 6);
78 wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
81 testDrawToBackBuffer("start");
83 var fbo = gl.createFramebuffer();
84 var tex = gl.createTexture();
85 gl.bindTexture(gl.TEXTURE_2D, tex);
86 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 50, 50, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
87 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
88 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
89 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
90 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
91 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
92 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
93 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
98 wtu.checkCanvas(gl, [0, 0, 0, 0], "should be zero");
99 testDrawToFBO("start");
101 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
102 testDrawToBackBuffer("after drawing to framebuffer");
104 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
105 testDrawToFBO("after drawing to backbuffer");
107 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
108 wtu.waitForComposite(function() {
109 testDrawToBackBuffer("after composite");
110 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
111 testDrawToFBO("after drawing to backbuffer after composite");
112 wtu.waitForComposite(function() {
113 testDrawToFBO("after composite");
114 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
115 testDrawToBackBuffer("after drawing to framebuffer after composite");
117 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
124 var successfullyParsed = true;