зеркало из https://github.com/mozilla/gecko-dev.git
61 строка
1.7 KiB
HTML
61 строка
1.7 KiB
HTML
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>WebGL test: Check for error on ReadPixels from a depth-only FB.</title>
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<script src="/tests/SimpleTest/SimpleTest.js"></script>
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<link rel="stylesheet" href="/tests/SimpleTest/test.css">
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<script src="webgl-util.js"></script>
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<script src="driver-info.js"></script>
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</head>
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<body>
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<canvas id="c"></canvas>
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<script>
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"use strict";
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(function() {
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var gl = WebGLUtil.getWebGL('c');
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if (!gl) {
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todo(gl, 'Get GL working here first.');
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return;
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}
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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.DEPTH_COMPONENT16, 4, 4);
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var fb = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT,
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gl.RENDERBUFFER, rb);
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
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todo(false, 'Depth-only FB incomplete. This is valid.');
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return;
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}
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ok(!gl.getError(), 'Should have no errors after constructing FB.');
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var pixels = new Uint8Array([1, 2, 3, 4]);
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gl.readPixels(0, 0, // x,y
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1, 1, // w,h
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gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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ok(gl.getError() == gl.INVALID_OPERATION,
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'1x1 color read from a depth FB should generated INVALID_OP.');
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console.log('Data after 1x1 color-from-depth readpixels:');
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console.log(pixels);
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gl.readPixels(0, 0, // x,y
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0, 0, // w,h
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gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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ok(gl.getError() == gl.INVALID_OPERATION,
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'0x0 color read from a depth FB should generated INVALID_OP.');
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})();
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ok(true, 'Test complete.');
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</script>
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</body>
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</html>
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