content/canvas/test/webgl-conformance/conformance/renderbuffers/framebuffer-object-attachment.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/conformance/renderbuffers/framebuffer-object-attachment.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,423 @@
     1.4 +<!--
     1.5 +Copyright (c) 2011 The Chromium Authors.
     1.6 +Copyright (c) 2011 Mozilla Foundation.
     1.7 +
     1.8 +All rights reserved.
     1.9 +Use of this source code is governed by a BSD-style license that can be
    1.10 +found in the LICENSE file.
    1.11 + -->
    1.12 +<!DOCTYPE html>
    1.13 +<html>
    1.14 +<head>
    1.15 +<meta charset="utf-8">
    1.16 +<link rel="stylesheet" href="../../resources/js-test-style.css"/>
    1.17 +<script src="../../resources/js-test-pre.js"></script>
    1.18 +<script src="../resources/webgl-test.js"></script>
    1.19 +<script src="../resources/webgl-test-utils.js"></script>
    1.20 +</head>
    1.21 +<body>
    1.22 +<div id="description"></div>
    1.23 +<div id="console"></div>
    1.24 +
    1.25 +<script>
    1.26 +var wtu = WebGLTestUtils;
    1.27 +var gl;
    1.28 +var fbo;
    1.29 +var depthBuffer;
    1.30 +var stencilBuffer;
    1.31 +var depthStencilBuffer;
    1.32 +var colorBuffer;
    1.33 +var width;
    1.34 +var height;
    1.35 +
    1.36 +const ALLOW_COMPLETE              = 0x01;
    1.37 +const ALLOW_UNSUPPORTED           = 0x02;
    1.38 +const ALLOW_INCOMPLETE_ATTACHMENT = 0x04;
    1.39 +
    1.40 +function checkFramebufferForAllowedStatuses(allowedStatuses)
    1.41 +{
    1.42 +    // If the framebuffer is in an error state for multiple reasons,
    1.43 +    // we can't guarantee which one will be reported.
    1.44 +    var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
    1.45 +    var statusAllowed = ((allowedStatuses & ALLOW_COMPLETE) && (status == gl.FRAMEBUFFER_COMPLETE)) ||
    1.46 +                        ((allowedStatuses & ALLOW_UNSUPPORTED) && (status == gl.FRAMEBUFFER_UNSUPPORTED)) ||
    1.47 +                        ((allowedStatuses & ALLOW_INCOMPLETE_ATTACHMENT) && (status == gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT));
    1.48 +    var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) returned " + status;
    1.49 +    if (statusAllowed)
    1.50 +        testPassed(msg);
    1.51 +    else
    1.52 +        testFailed(msg);
    1.53 +}
    1.54 +
    1.55 +function testAttachment(attachment, buffer, allowedStatuses)
    1.56 +{
    1.57 +    shouldBeNonNull("fbo = gl.createFramebuffer()");
    1.58 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    1.59 +    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
    1.60 +    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, buffer);
    1.61 +    glErrorShouldBe(gl, gl.NO_ERROR);
    1.62 +    checkFramebufferForAllowedStatuses(allowedStatuses);
    1.63 +    if ((allowedStatuses & ALLOW_COMPLETE) == 0) {
    1.64 +        gl.clear(gl.COLOR_BUFFER_BIT);
    1.65 +        glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
    1.66 +        gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(width * height * 4));
    1.67 +        glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
    1.68 +    }
    1.69 +    gl.deleteFramebuffer(fbo);
    1.70 +}
    1.71 +
    1.72 +function testAttachments(attachment0, buffer0, attachment1, buffer1, allowedStatuses)
    1.73 +{
    1.74 +    shouldBeNonNull("fbo = gl.createFramebuffer()");
    1.75 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    1.76 +    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
    1.77 +    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment0, gl.RENDERBUFFER, buffer0);
    1.78 +    glErrorShouldBe(gl, gl.NO_ERROR);
    1.79 +    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment1, gl.RENDERBUFFER, buffer1);
    1.80 +    glErrorShouldBe(gl, gl.NO_ERROR);
    1.81 +    checkFramebufferForAllowedStatuses(allowedStatuses);
    1.82 +    gl.deleteFramebuffer(fbo);
    1.83 +}
    1.84 +
    1.85 +function testColorRenderbuffer(internalformat, allowedStatuses)
    1.86 +{
    1.87 +    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
    1.88 +    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
    1.89 +    gl.renderbufferStorage(gl.RENDERBUFFER, internalformat, width, height);
    1.90 +    glErrorShouldBe(gl, gl.NO_ERROR);
    1.91 +    testAttachment(gl.COLOR_ATTACHMENT0, colorBuffer, allowedStatuses);
    1.92 +}
    1.93 +
    1.94 +function testDepthStencilRenderbuffer(allowedStatuses)
    1.95 +{
    1.96 +    shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
    1.97 +    gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
    1.98 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
    1.99 +    glErrorShouldBe(gl, gl.NO_ERROR);
   1.100 +
   1.101 +    // OpenGL itself doesn't seem to guarantee that e.g. a 2 x 0
   1.102 +    // renderbuffer will report 2 for its width when queried.
   1.103 +    if (!(height == 0 && width > 0))
   1.104 +        shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)", "width");
   1.105 +    if (!(width == 0 && height > 0))
   1.106 +        shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)", "height");
   1.107 +    shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)", "gl.DEPTH_STENCIL");
   1.108 +    shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)", "0");
   1.109 +    shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)", "0");
   1.110 +    shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)", "0");
   1.111 +    shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)", "0");
   1.112 +    // Avoid verifying these for zero-sized renderbuffers for the time
   1.113 +    // being since it appears that even OpenGL doesn't guarantee them.
   1.114 +    if (width > 0 && height > 0) {
   1.115 +        shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE) > 0");
   1.116 +        shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_STENCIL_SIZE) > 0");
   1.117 +    }
   1.118 +    glErrorShouldBe(gl, gl.NO_ERROR);
   1.119 +    testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatuses);
   1.120 +}
   1.121 +
   1.122 +description("Test framebuffer object attachment behaviors");
   1.123 +
   1.124 +for (width = 0; width <= 2; width += 2)
   1.125 +{
   1.126 +    for (height = 0; height <= 2; height += 2)
   1.127 +    {
   1.128 +        debug("");
   1.129 +        debug("Dimensions " + width + " x " + height);
   1.130 +
   1.131 +        debug("Create renderbuffers");
   1.132 +        shouldBeNonNull("gl = create3DContext()");
   1.133 +        shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
   1.134 +        gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
   1.135 +        gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height);
   1.136 +        glErrorShouldBe(gl, gl.NO_ERROR);
   1.137 +        shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
   1.138 +        gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
   1.139 +        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
   1.140 +        glErrorShouldBe(gl, gl.NO_ERROR);
   1.141 +        shouldBeNonNull("stencilBuffer = gl.createRenderbuffer()");
   1.142 +        gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer);
   1.143 +        gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, width, height);
   1.144 +        glErrorShouldBe(gl, gl.NO_ERROR);
   1.145 +        shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
   1.146 +        gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
   1.147 +        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
   1.148 +        glErrorShouldBe(gl, gl.NO_ERROR);
   1.149 +
   1.150 +        var allowedStatusForGoodCase
   1.151 +            = (width == 0 || height == 0) ? ALLOW_INCOMPLETE_ATTACHMENT : ALLOW_COMPLETE;
   1.152 +
   1.153 +        // some cases involving stencil seem to be implementation-dependent
   1.154 +        var allowedStatusForImplDependentCase = allowedStatusForGoodCase | ALLOW_UNSUPPORTED;
   1.155 +
   1.156 +        debug("Attach depth using DEPTH_ATTACHMENT");
   1.157 +        testAttachment(gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForGoodCase);
   1.158 +        debug("Attach depth using STENCIL_ATTACHMENT");
   1.159 +        testAttachment(gl.STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
   1.160 +        debug("Attach depth using DEPTH_STENCIL_ATTACHMENT");
   1.161 +        testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
   1.162 +        debug("Attach stencil using STENCIL_ATTACHMENT");
   1.163 +        testAttachment(gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForImplDependentCase);
   1.164 +        debug("Attach stencil using DEPTH_ATTACHMENT");
   1.165 +        testAttachment(gl.DEPTH_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
   1.166 +        debug("Attach stencil using DEPTH_STENCIL_ATTACHMENT");
   1.167 +        testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
   1.168 +        debug("Attach depthStencil using DEPTH_STENCIL_ATTACHMENT");
   1.169 +        testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForGoodCase);
   1.170 +        debug("Attach depthStencil using DEPTH_ATTACHMENT");
   1.171 +        testAttachment(gl.DEPTH_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
   1.172 +        debug("Attach depthStencil using STENCIL_ATTACHMENT");
   1.173 +        testAttachment(gl.STENCIL_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
   1.174 +
   1.175 +        var allowedStatusForConflictedAttachment
   1.176 +            = (width == 0 || height == 0) ? ALLOW_UNSUPPORTED | ALLOW_INCOMPLETE_ATTACHMENT
   1.177 +                                          : ALLOW_UNSUPPORTED;
   1.178 +
   1.179 +        debug("Attach depth, then stencil, causing conflict");
   1.180 +        testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment);
   1.181 +        debug("Attach stencil, then depth, causing conflict");
   1.182 +        testAttachments(gl.STENCIL_ATTACHMENT, stencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
   1.183 +        debug("Attach depth, then depthStencil, causing conflict");
   1.184 +        testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment);
   1.185 +        debug("Attach depthStencil, then depth, causing conflict");
   1.186 +        testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
   1.187 +        debug("Attach stencil, then depthStencil, causing conflict");
   1.188 +        testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment);
   1.189 +        debug("Attach depthStencil, then stencil, causing conflict");
   1.190 +        testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment);
   1.191 +
   1.192 +        debug("Attach color renderbuffer with internalformat == RGBA4");
   1.193 +        testColorRenderbuffer(gl.RGBA4, allowedStatusForGoodCase);
   1.194 +
   1.195 +        debug("Attach color renderbuffer with internalformat == RGB5_A1");
   1.196 +        testColorRenderbuffer(gl.RGB5_A1, allowedStatusForGoodCase);
   1.197 +
   1.198 +        debug("Attach color renderbuffer with internalformat == RGB565");
   1.199 +        testColorRenderbuffer(gl.RGB565, allowedStatusForGoodCase);
   1.200 +
   1.201 +        debug("Create and attach depthStencil renderbuffer");
   1.202 +        testDepthStencilRenderbuffer(allowedStatusForGoodCase);
   1.203 +    }
   1.204 +}
   1.205 +
   1.206 +// Determine if we can attach both color and depth or color and depth_stencil
   1.207 +var depthFormat;
   1.208 +var depthAttachment;
   1.209 +
   1.210 +function checkValidColorDepthCombination() {
   1.211 +    shouldBeNonNull("fbo = gl.createFramebuffer()");
   1.212 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
   1.213 +    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
   1.214 +    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
   1.215 +    gl.framebufferRenderbuffer(
   1.216 +        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
   1.217 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
   1.218 +
   1.219 +    shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
   1.220 +    gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
   1.221 +
   1.222 +    return tryDepth(gl.DEPTH_COMPONENT16, gl.DEPTH_ATTACHMENT) || tryDepth(gl.DEPTH_STENCIL, gl.DEPTH_STENCIL_ATTACHMENT);
   1.223 +
   1.224 +    function tryDepth(try_format, try_attachment) {
   1.225 +        if (depthAttachment) {
   1.226 +            // If we've tried once unattach the old one.
   1.227 +            gl.framebufferRenderbuffer(
   1.228 +                gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, null);
   1.229 +        }
   1.230 +        depthFormat = try_format;
   1.231 +        depthAttachment = try_attachment;
   1.232 +        gl.framebufferRenderbuffer(
   1.233 +            gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
   1.234 +        gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
   1.235 +        glErrorShouldBe(gl, gl.NO_ERROR);
   1.236 +        return gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE;
   1.237 +    }
   1.238 +}
   1.239 +
   1.240 +if (checkValidColorDepthCombination()) {
   1.241 +    testFramebufferIncompleteDimensions();
   1.242 +    testFramebufferIncompleteAttachment();
   1.243 +    testFramebufferIncompleteMissingAttachment();
   1.244 +    testUsingIncompleteFramebuffer();
   1.245 +}
   1.246 +
   1.247 +function checkFramebuffer(expected) {
   1.248 +    var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
   1.249 +    var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) should be " + wtu.glEnumToString(gl, expected) + " was " + wtu.glEnumToString(gl, actual);
   1.250 +    if (expected != gl.FRAMEBUFFER_COMPLETE) {
   1.251 +        msg += " or FRAMEBUFFER_UNSUPPORTED";
   1.252 +    }
   1.253 +    if (actual == expected ||
   1.254 +        (expected != gl.FRAMEBUFFER_COMPLETE &&
   1.255 +         actual == gl.FRAMBUFFER_UNSUPPORTED)) {
   1.256 +        testPassed(msg);
   1.257 +    } else {
   1.258 +        testFailed(msg);
   1.259 +    }
   1.260 +}
   1.261 +
   1.262 +function testUsingIncompleteFramebuffer() {
   1.263 +    debug("");
   1.264 +    debug("Test drawing or reading from an incomplete framebuffer");
   1.265 +    var program = wtu.setupTexturedQuad(gl);
   1.266 +    var tex = gl.createTexture();
   1.267 +    wtu.fillTexture(gl, tex, 1, 1, [0,255,0,255]);
   1.268 +
   1.269 +    shouldBeNonNull("fbo = gl.createFramebuffer()");
   1.270 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
   1.271 +    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
   1.272 +    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
   1.273 +    gl.framebufferRenderbuffer(
   1.274 +        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
   1.275 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
   1.276 +
   1.277 +    shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
   1.278 +    gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
   1.279 +    gl.framebufferRenderbuffer(
   1.280 +        gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
   1.281 +    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
   1.282 +    glErrorShouldBe(gl, gl.NO_ERROR);
   1.283 +    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
   1.284 +
   1.285 +    // We pick this combination because it works on desktop OpenGL but should not work on OpenGL ES 2.0
   1.286 +    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16);
   1.287 +    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
   1.288 +    debug("");
   1.289 +    debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
   1.290 +    testRenderingAndReading();
   1.291 +
   1.292 +    shouldBeNonNull("fbo2 = gl.createFramebuffer()");
   1.293 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2);
   1.294 +    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
   1.295 +    debug("");
   1.296 +    debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
   1.297 +    testRenderingAndReading();
   1.298 +
   1.299 +    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
   1.300 +    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
   1.301 +    gl.framebufferRenderbuffer(
   1.302 +        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
   1.303 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0);
   1.304 +    debug("");
   1.305 +    debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
   1.306 +    testRenderingAndReading();
   1.307 +
   1.308 +    function testRenderingAndReading() {
   1.309 +        glErrorShouldBe(gl, gl.NO_ERROR);
   1.310 +        wtu.drawQuad(gl);
   1.311 +        glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "drawArrays with incomplete framebuffer");
   1.312 +        gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));
   1.313 +        glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "readPixels from incomplete framebuffer");
   1.314 +        // copyTexImage and copyTexSubImage can be either INVALID_FRAMEBUFFER_OPERATION because
   1.315 +        // the framebuffer is invalid OR INVALID_OPERATION because in the case of no attachments
   1.316 +        // the framebuffer is not of a compatible type.
   1.317 +        gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
   1.318 +        glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexImage2D from incomplete framebuffer");
   1.319 +        gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 1, 1, 0);
   1.320 +        glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexSubImage2D from incomplete framebuffer");
   1.321 +        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
   1.322 +        glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "clear with incomplete framebuffer");
   1.323 +    }
   1.324 +}
   1.325 +
   1.326 +function testFramebufferIncompleteAttachment() {
   1.327 +    shouldBeNonNull("fbo = gl.createFramebuffer()");
   1.328 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
   1.329 +    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
   1.330 +    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
   1.331 +    gl.framebufferRenderbuffer(
   1.332 +        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
   1.333 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
   1.334 +    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
   1.335 +
   1.336 +    debug("");
   1.337 +    debug("Wrong storage type for type of attachment be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
   1.338 +    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
   1.339 +    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
   1.340 +
   1.341 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
   1.342 +    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
   1.343 +
   1.344 +    debug("");
   1.345 +    debug("0 size attachment should be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
   1.346 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0);
   1.347 +    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
   1.348 +
   1.349 +    glErrorShouldBe(gl, gl.NO_ERROR);
   1.350 +}
   1.351 +
   1.352 +function testFramebufferIncompleteMissingAttachment() {
   1.353 +    debug("");
   1.354 +    debug("No attachments should be INCOMPLETE_FRAMEBUFFER_MISSING_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
   1.355 +    shouldBeNonNull("fbo = gl.createFramebuffer()");
   1.356 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
   1.357 +    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
   1.358 +
   1.359 +    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
   1.360 +    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
   1.361 +    gl.framebufferRenderbuffer(
   1.362 +        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
   1.363 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
   1.364 +    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
   1.365 +
   1.366 +    gl.framebufferRenderbuffer(
   1.367 +        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
   1.368 +    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
   1.369 +
   1.370 +    glErrorShouldBe(gl, gl.NO_ERROR);
   1.371 +}
   1.372 +
   1.373 +function testFramebufferIncompleteDimensions() {
   1.374 +    debug("");
   1.375 +    debug("Attachments of different sizes should be FRAMEBUFFER_INCOMPLETE_DIMENSIONS (OpenGL ES 2.0 4.4.5)");
   1.376 +
   1.377 +    shouldBeNonNull("fbo = gl.createFramebuffer()");
   1.378 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
   1.379 +    shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
   1.380 +    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
   1.381 +    gl.framebufferRenderbuffer(
   1.382 +        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
   1.383 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
   1.384 +
   1.385 +    shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
   1.386 +    gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
   1.387 +    gl.framebufferRenderbuffer(
   1.388 +        gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
   1.389 +    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
   1.390 +    glErrorShouldBe(gl, gl.NO_ERROR);
   1.391 +    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
   1.392 +
   1.393 +    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16);
   1.394 +    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
   1.395 +    gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
   1.396 +    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
   1.397 +    gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
   1.398 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 32);
   1.399 +    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
   1.400 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
   1.401 +    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
   1.402 +    glErrorShouldBe(gl, gl.NO_ERROR);
   1.403 +
   1.404 +    var tex = gl.createTexture();
   1.405 +    gl.bindTexture(gl.TEXTURE_2D, tex);
   1.406 +    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
   1.407 +    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
   1.408 +    glErrorShouldBe(gl, gl.NO_ERROR);
   1.409 +    if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
   1.410 +        return;
   1.411 +    }
   1.412 +
   1.413 +    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
   1.414 +    checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
   1.415 +    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
   1.416 +    checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
   1.417 +
   1.418 +    glErrorShouldBe(gl, gl.NO_ERROR);
   1.419 +}
   1.420 +
   1.421 +successfullyParsed = true;
   1.422 +</script>
   1.423 +
   1.424 +<script>finishTest();</script>
   1.425 +</body>
   1.426 +</html>

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