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Unified Diff: third_party/WebKit/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html

Issue 1601093008: Remove duplicated WebGL layout tests. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 11 months ago
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Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html
diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html
deleted file mode 100644
index f79d26906008b882e57fd8356d44b8b10b91e3e6..0000000000000000000000000000000000000000
--- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html
+++ /dev/null
@@ -1,421 +0,0 @@
-<!DOCTYPE html>
-<html>
-<head>
-<meta charset="utf-8">
-<script src="../../../resources/js-test.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>
-description("Tests deletion behavior for texture, renderbuffer, shader, and program");
-
-if (window.internals)
- window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
-
-var wtu = WebGLTestUtils;
-var gl = wtu.create3DContext();
-var shouldGenerateGLError = wtu.shouldGenerateGLError;
-
-debug("");
-debug("shader and program deletion");
-
-var vertexShader = wtu.loadStandardVertexShader(gl);
-assertMsg(vertexShader, "vertex shader loaded");
-var fragmentShader = wtu.loadStandardFragmentShader(gl);
-assertMsg(fragmentShader, "fragment shader loaded");
-
-var program = gl.createProgram();
-shouldBeNonNull("program");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.attachShader(program, vertexShader)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.attachShader(program, fragmentShader)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.linkProgram(program)");
-shouldBeTrue("gl.getProgramParameter(program, gl.LINK_STATUS)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.useProgram(program)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteShader(vertexShader)");
-shouldBeTrue("gl.isShader(vertexShader)");
-shouldBeTrue("gl.getShaderParameter(vertexShader, gl.DELETE_STATUS)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.detachShader(program, vertexShader)");
-shouldBeFalse("gl.isShader(vertexShader)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteShader(fragmentShader)");
-shouldBeTrue("gl.isShader(fragmentShader)");
-shouldBeTrue("gl.getShaderParameter(fragmentShader, gl.DELETE_STATUS)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteProgram(program)");
-shouldBeTrue("gl.isProgram(program)");
-shouldBeTrue("gl.getProgramParameter(program, gl.DELETE_STATUS)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.useProgram(null)");
-shouldBeFalse("gl.isProgram(program)");
-shouldBeFalse("gl.isShader(fragmentShader)");
-
-debug("");
-debug("texture deletion");
-
-var fbo = gl.createFramebuffer(), fbo2 = gl.createFramebuffer(), fbo3 = gl.createFramebuffer();
-shouldBeNonNull("fbo");
-shouldBeNonNull("fbo2");
-shouldBeNonNull("fbo3");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
-
-var tex = gl.createTexture();
-shouldBeNonNull("tex");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)");
-shouldBe("gl.getParameter(gl.TEXTURE_BINDING_2D)", "tex");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)");
-shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "tex");
-shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.TEXTURE");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(tex)");
-// Deleting a texture bound to the currently-bound fbo is the same as
-// detaching the textue from fbo first, then delete the texture.
-shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE");
-shouldGenerateGLError(gl, gl.INVALID_ENUM, "gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)");
-shouldBeFalse("gl.isTexture(tex)");
-shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_2D)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)");
-shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_2D)");
-
-var texCubeMap = gl.createTexture();
-shouldBeNonNull("texCubeMap");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap)");
-shouldBe("gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP)", "texCubeMap");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(texCubeMap)");
-shouldBeFalse("gl.isTexture(texCubeMap)");
-shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap)");
-shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP)");
-
-var t = gl.createTexture();
-shouldBeNonNull("t");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, t)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(t)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, t)");
-shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)");
-
-var t2 = gl.createTexture();
-shouldBeNonNull("t2");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.activeTexture(gl.TEXTURE0)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, t2)");
-shouldBe("gl.getParameter(gl.TEXTURE_BINDING_2D)", "t2");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.activeTexture(gl.TEXTURE1)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, t2)");
-shouldBe("gl.getParameter(gl.TEXTURE_BINDING_2D)", "t2");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(t2)");
-shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_2D)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.activeTexture(gl.TEXTURE0)");
-shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_2D)");
-
-debug("");
-debug("renderbuffer deletion");
-
-var rbo = gl.createRenderbuffer(), rbo2 = gl.createRenderbuffer(), rbo3 = gl.createRenderbuffer();
-shouldBeNonNull("rbo");
-shouldBeNonNull("rbo2");
-shouldBeNonNull("rbo3");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)");
-shouldBe("gl.getParameter(gl.RENDERBUFFER_BINDING)", "rbo");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)");
-shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo)");
-// Deleting a renderbuffer bound to the currently-bound fbo is the same as
-// detaching the renderbuffer from fbo first, then delete the renderbuffer.
-shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE");
-shouldGenerateGLError(gl, gl.INVALID_ENUM, "gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)");
-shouldBeFalse("gl.isRenderbuffer(rbo)");
-shouldBeNull("gl.getParameter(gl.RENDERBUFFER_BINDING)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)");
-shouldBeNull("gl.getParameter(gl.RENDERBUFFER_BINDING)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo2)");
-shouldBe("gl.getParameter(gl.RENDERBUFFER_BINDING)", "rbo2");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo3)");
-shouldBe("gl.getParameter(gl.RENDERBUFFER_BINDING)", "rbo2");
-
-debug("");
-debug("using deleted renderbuffer");
-rbo = gl.createRenderbuffer();
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)");
-if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) {
- // make backbuffer red
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(1,0,0,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- // make fbo green
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- // Bind backbuffer.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
- // delete renderbuffer. It should still be attached to fbo though.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red")');
- // Use fbo that has deleted rbo.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,255,0,255], "fbo should be green")');
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,0,1,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,0,255,255], "fbo should be blue")');
- // Bind backbuffer.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red")');
-}
-
-debug("");
-debug("renderbuffer attached twice to same framebuffer");
-rbo = gl.createRenderbuffer();
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)");
-if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) {
- rbo2 = gl.createRenderbuffer();
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo2)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16)");
- // attach rbo2 at two attachment points incompatible with it
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rbo2)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, rbo2)");
- shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo2");
- shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo2");
- // fbo can't be complete as rbo2 is attached at incompatible attachment points
- shouldNotBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
- // now we delete rbo2, which detaches it from the two attachment points where it currently is attached
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo2)");
- shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE");
- shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE");
- // we should now be in the same state as before with only rbo attached, so fbo should be complete again
- shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
- shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo");
-}
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
-
-
-
-debug("");
-debug("using deleted texture");
-tex = gl.createTexture();
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null)");
-if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) {
- // make fbo green
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- // Bind backbuffer.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
- // delete texture. It should still be attached to fbo though.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(tex)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255,0,0,255], "backbuffer should be red")');
- // Use fbo that has deleted texture.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,255,0,255], "fbo should be green")');
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,0,1,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,0,255,255], "fbo should be blue")');
- // Bind backbuffer.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red")');
-}
-
-debug("");
-debug("using deleted renderbuffer");
-rbo = gl.createRenderbuffer();
-shouldBeNonNull("rbo");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)");
-if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) {
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)");
- shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
- // make backbuffer red
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(1,0,0,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- // make fbo green
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- // delete renderbuffer. It should still be attached to fbo2 though.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo)");
- // fbo has no attachments
- shouldNotBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
- // Use fbo2 that has deleted rbo.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,255,0,255], "fbo should be green")');
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,0,1,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,0,255,255], "fbo should be blue")');
- shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo");
-
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
- shouldGenerateGLError(gl, gl.INVALID_ENUM, "gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)");
- shouldGenerateGLError(gl, gl.NONE, "gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)");
- shouldNotBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
- // Bind backbuffer.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red")');
-}
-
-debug("");
-debug("using deleted texture");
-tex = gl.createTexture();
-shouldBeNonNull("tex");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null)");
-if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) {
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)");
- // make fbo green
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- // delete texture. It should still be attached to fbo2 though.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(tex)");
- // fbo has no attachments
- shouldNotBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
- // Use fbo that has deleted texture.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2)");
- shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,255,0,255], "fbo should be green")');
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,0,1,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,0,255,255], "fbo should be blue")');
- shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "tex");
-
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
- shouldGenerateGLError(gl, gl.INVALID_ENUM, "gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)");
- shouldNotBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
- // Bind backbuffer.
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red")');
-}
-
-debug("");
-debug("buffer deletion");
-
-var buffer = gl.createBuffer();
-shouldBeNonNull("buffer");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer)");
-shouldBe("gl.getParameter(gl.ARRAY_BUFFER_BINDING)", "buffer");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(buffer)");
-shouldBeFalse("gl.isBuffer(buffer)");
-shouldBeNull("gl.getParameter(gl.ARRAY_BUFFER_BINDING)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer)");
-shouldBeNull("gl.getParameter(gl.ARRAY_BUFFER_BINDING)");
-
-var buffer2 = gl.createBuffer();
-shouldBeNonNull("buffer2");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer2)");
-shouldBe("gl.getParameter(gl.ARRAY_BUFFER_BINDING)", "buffer2");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, null)");
-shouldBeNull("gl.getParameter(gl.ARRAY_BUFFER_BINDING)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(buffer2)");
-shouldBeFalse("gl.isBuffer(buffer2)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer2)");
-shouldBeNull("gl.getParameter(gl.ARRAY_BUFFER_BINDING)");
-
-var bufferElement = gl.createBuffer();
-shouldBeNonNull("bufferElement");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferElement)");
-shouldBe("gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING)", "bufferElement");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(bufferElement)");
-shouldBeFalse("gl.isBuffer(bufferElement)");
-shouldBeNull("gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferElement)");
-shouldBeNull("gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING)");
-
-var b = gl.createBuffer();
-shouldBeNonNull("b");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, b)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, 1, gl.STATIC_DRAW)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(b)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, b)");
-shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.bufferData(gl.ARRAY_BUFFER, 1, gl.STATIC_DRAW)");
-
-var b1 = gl.createBuffer();
-shouldBeNonNull("b1");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, b1);");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.enableVertexAttribArray(1);");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);");
-var b2 = gl.createBuffer();
-shouldBeNonNull("b2");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, b2);");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.enableVertexAttribArray(2);");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.vertexAttribPointer(2, 4, gl.FLOAT, false, 0, 0);");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.enableVertexAttribArray(3);");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.vertexAttribPointer(3, 4, gl.FLOAT, false, 0, 0);");
-shouldBe("gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)", "b1");
-shouldBe("gl.getVertexAttrib(2, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)", "b2");
-shouldBe("gl.getVertexAttrib(3, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)", "b2");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(b2);");
-shouldBe("gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)", "b1");
-shouldBeNull("gl.getVertexAttrib(2, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)");
-shouldBeNull("gl.getVertexAttrib(3, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(b1);");
-shouldBeNull("gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)");
-
-debug("");
-debug("framebuffer deletion");
-
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
-shouldBe("gl.getParameter(gl.FRAMEBUFFER_BINDING)", "fbo");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteFramebuffer(fbo)");
-shouldBeFalse("gl.isFramebuffer(fbo)");
-shouldBeNull("gl.getParameter(gl.FRAMEBUFFER_BINDING)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
-shouldBeNull("gl.getParameter(gl.FRAMEBUFFER_BINDING)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2)");
-shouldBe("gl.getParameter(gl.FRAMEBUFFER_BINDING)", "fbo2");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteFramebuffer(fbo3)");
-shouldBe("gl.getParameter(gl.FRAMEBUFFER_BINDING)", "fbo2");
-
-fbo = gl.createFramebuffer();
-rbo = gl.createRenderbuffer();
-shouldBeNonNull("fbo");
-shouldBeNonNull("rbo");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16)");
-shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)");
-if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) {
- // set backbuffer to red
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(1,0,0,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- // set framebuffer to green
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- // check framebuffer
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,255,0,255], "fbo should be green")');
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 16, 16, 1, 1, [0,0,0,0], "outside fbo should be black")');
- // delete framebuffer. because this was the bound fbo the backbuffer should be active now
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteFramebuffer(fbo)");
- // check backbuffer
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 300, 150, [255,0,0,255], "backbuffer should be red")');
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 300, 0, 300, 300, [0,0,0,0], "outside backbuffer should be black")');
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 150, 300, 300, [0,0,0,0], "outside backbuffer should be black")');
- // check drawing to backbuffer
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)");
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 300, 150, [0,255,0,255], "fbo should be green")');
- shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)");
- // check again because many buggy implementations will have bound to the true backbuffer on deleteFramebuffer.
- shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 300, 150, [0,255,0,255], "fbo should be green")');
-}
-
-successfullyParsed = true;
-</script>
-
-</body>
-</html>

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