<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Tests if fake black textures are corectly implemented on desktops</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>
</head>
<body>
<canvas id="example" width="24" height="24"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";

function createTexture(gl,r,g,b,a) {
    // setup render target texture //

    var texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 3, 3, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    gl.bindTexture(gl.TEXTURE_2D, null);

    // setup framebuffer //
    var fbo = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);

    // fill the framebuffer //
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    gl.clearColor(r, g, b, a);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);

    gl.deleteFramebuffer(fbo);

    return texture;
}

function init() {
    /*
     * This test has been written due to a bug found in firefox's code
     * and fixed in the following patch :
     * https://bugzilla.mozilla.org/show_bug.cgi?id=879952#c5
     */
    var wtu = WebGLTestUtils;
    description();

    var gl = wtu.create3DContext("example");
    var program = wtu.setupTexturedQuad(gl);

    var texture0 = createTexture(gl,1,0,0,1);
    var texture1 = createTexture(gl,0,1,0,1);

    gl.bindTexture(gl.TEXTURE_2D, texture0);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    wtu.checkCanvas(gl, [255, 0, 0, 255]);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    wtu.checkCanvas(gl, [0, 0, 0, 255]);

    gl.bindTexture(gl.TEXTURE_2D, texture1);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    wtu.checkCanvas(gl, [0, 255, 0, 255]);

    gl.bindTexture(gl.TEXTURE_2D, texture0);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    wtu.checkCanvas(gl, [0, 0, 0, 255]);
}

init();
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>

</body>
</html>

