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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Framebuffer Test</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>
<script src="../../js/desktop-gl-constants.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
description("This tests framebuffer/renderbuffer-related functions");

debug("");
debug("Canvas.getContext");

var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas);
if (!gl) {
  testFailed("context does not exist");
} else {
  testPassed("context exists");

  debug("");
  debug("Checking framebuffer/renderbuffer stuff.");

  gl.getFramebufferAttachmentParameter(
     gl.FRAMEBUFFER,
     gl.COLOR_ATTACHMENT0,
     gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
  wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
            "calling getFramebufferAttachmentParameter on the default framebuffer should generate INVALID_OPERATION.");

  assertMsg(gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE,
            "calling checkFramebufferStatus on the default framebuffer should generate FRAMEBUFFER_COMPLETE.");

  var tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  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,                 // level
                gl.RGBA,           // internalFormat
                canvas.width,      // width
                canvas.height,     // height
                0,                 // border
                gl.RGBA,           // format
                gl.UNSIGNED_BYTE,  // type
                null);             // data
  gl.framebufferTexture2D(
      gl.FRAMEBUFFER,
      gl.COLOR_ATTACHMENT0,
      gl.TEXTURE_2D,
      tex,
      0);
  wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
            "trying to attach a texture to default framebuffer should generate INVALID_OPERATION.");

  gl.framebufferRenderbuffer(
      gl.FRAMEBUFFER,
      gl.COLOR_ATTACHMENT0,
      gl.RENDERBUFFER,
      null);
  wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
            "trying to detach default renderbuffer from default framebuffer should generate INVALID_OPERATION.");

  var rb = gl.createRenderbuffer();
  gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
  gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, canvas.width, canvas.height);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR,
            "allocating renderbuffer storage of a newly created renderbuffer should succeed.");

  gl.framebufferRenderbuffer(
      gl.FRAMEBUFFER,
      gl.COLOR_ATTACHMENT0,
      gl.RENDERBUFFER,
      rb);
  wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
            "trying to attach a renderbuffer to the default framebuffer should generate INVALID_OPERATION.");

  var fbtex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, fbtex);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  var fb = gl.createFramebuffer();

  gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR,
            "binding a newly created framebuffer should succeed.");

  var target = desktopGL.READ_FRAMEBUFFER
  gl.getFramebufferAttachmentParameter(
     target,
     gl.COLOR_ATTACHMENT0,
     gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
  wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
            "calling getFramebufferAttachmentParameter with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
  assertMsg(gl.checkFramebufferStatus(target) == 0,
            "calling checkFramebufferStatus with target = READ_FRAMEBUFFER should return 0.");
  wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
            "calling checkFramebufferStatus with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
  gl.bindFramebuffer(target, gl.createFramebuffer());
  wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
            "calling bindFramebuffer with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
  assertMsg(fb == gl.getParameter(gl.FRAMEBUFFER_BINDING),
            "calling bindFramebuffer with target = READ_FRAMEBUFFER should not change FRAMEBUFFER_BINDING.");
  gl.getFramebufferAttachmentParameter(target, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
  wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
            "calling getFramebufferAttachmentParameter with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
  gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 0);
  wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
            "calling framebufferTexImage2D with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
  gl.framebufferRenderbuffer(target, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
  wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
            "calling framebufferRenderbuffer with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");

  var attachment = desktopGL.COLOR_ATTACHMENT1
  gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, fbtex, 0);
  wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
            "calling framebufferTexImage2D with attachment = COLOR_ATTACHMENT1 should generate INVALID_ENUM.");
  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, rb);
  wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
            "calling framebufferRenderbuffer with attachment = COLOR_ATTACHMENT1 should generate INVALID_ENUM.");

  gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER,
                                       gl.COLOR_ATTACHMENT0,
                                       desktopGL.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING);
  wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
            "calling getFramebufferAttachmentParameter with pname = GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING should generate INVALID_ENUM.");

  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 0);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR,
            "attaching a texture to a framebuffer should succeed.");

  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 0);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR,
            "detaching a texture from a framebuffer should succeed.");

  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 1);
  wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
            "calling framebufferTexture2D with non-zero mipmap level should generate INVALID_VALUE.");

  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR,
            "attaching a renderbuffer to a framebuffer should succeed.");

  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR,
            "detaching a renderbuffer from a framebuffer should succeed.");

  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR,
            "binding default (null) framebuffer should succeed.");
}

debug("");
var successfullyParsed = true;

</script>
<script src="../../js/js-test-post.js"></script>

</body>
</html>
