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<!DOCTYPE html>
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<head>
<meta charset="utf-8">
<title>WebGL R11F_G11F_B10F BlitFramebuffer Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
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<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";

var wtu = WebGLTestUtils;
description("This tests multisample blitting with the R11F_G11F_B10F format.");

var width = 8;
var height = 8;

function runWithContextCreationArguments(args) {
  debug('');
  debug('Running test with arguments: ' + JSON.stringify(args));

  var canvas = document.createElement('canvas');
  canvas.width = width;
  canvas.height = height;

  var gl = wtu.create3DContext(canvas, args, 2);
  if (!gl) {
    testFailed("WebGL 2.0 context does not exist");
    return;
  }

  var ext = gl.getExtension("EXT_color_buffer_float");
  if (!ext) {
    testPassed("EXT_color_buffer_float extension not supported");
    return;
  }

  var samples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.R11F_G11F_B10F, gl.SAMPLES);

  // Set up source framebuffer.
  var rb = gl.createRenderbuffer();
  gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
  gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.R11F_G11F_B10F, width, height);
  var readfb = gl.createFramebuffer();
  gl.bindFramebuffer(gl.FRAMEBUFFER, readfb);
  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after multisampled R11F_G11F_B10F FBO setup");
  if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
    testFailed("Source framebuffer incomplete.");
    return;
  }

  // Draw something to that framebuffer.
  gl.clearColor(0.0, 1.0, 0.0, 1.0);
  gl.clear(gl.COLOR_BUFFER_BIT);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after clearing R11F_G11F_B10F framebuffer");

  // Set up destination framebuffer for resolving MSAA.
  var tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.R11F_G11F_B10F, width, height, 0, gl.RGB, gl.UNSIGNED_INT_10F_11F_11F_REV, null);
  var drawfb = gl.createFramebuffer();
  gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, drawfb);
  gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after destination R11F_G11F_B10F FBO setup");
  if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
    testFailed("Framebuffer incomplete.");
    return;
  }

  // Attempt a blit.
  gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.LINEAR);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after blitFramebuffer for multisample resolve");

  // Try a readback.
  gl.bindFramebuffer(gl.READ_FRAMEBUFFER, drawfb);
  var readBackBuf = new Float32Array(width * height * 4);
  wtu.checkCanvasRect(gl, 0, 0, width, height, [0.0, 1.0, 0.0], "should be green", undefined, readBackBuf, gl.FLOAT);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after floating-point canvas readback");

  // If default backbuffer is RGB and non-antialiased, test blitting to it too.
  if (args && !args['alpha'] && !args['antialias']) {
    gl.bindFramebuffer(gl.READ_FRAMEBUFFER, drawfb);
    gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
    gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.LINEAR);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after blit to default back buffer");
    gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
    wtu.checkCanvas(gl, [ 0, 255, 0, 255 ], "default back buffer should be green");
  }
}

// The format of the back buffer should have no effect on the behavior of this test.
runWithContextCreationArguments(undefined);
runWithContextCreationArguments({ alpha: true, antialias: true });
runWithContextCreationArguments({ alpha: true, antialias: false });
runWithContextCreationArguments({ alpha: false, antialias: true });
runWithContextCreationArguments({ alpha: false, antialias: false });

var successfullyParsed = true;
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