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<!DOCTYPE html>
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="resources/webxr_util.js"></script>
<script src="resources/webxr_test_constants.js"></script>
<script>
let testName =
"Ensure a WebGL layer's framebuffer can only be drawn to inside a XR frame";
let fakeDeviceInitParams = TRACKED_IMMERSIVE_DEVICE;
// Very simple program setup with no error checking.
function setupProgram(gl, vertexSrc, fragmentSrc) {
let program = gl.createProgram();
let vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexSrc);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentSrc);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
return program;
}
let testFunction =
(session, fakeDeviceController, t, sessionObjects) => new Promise((resolve, reject) => {
let gl = sessionObjects.gl;
let webglLayer = sessionObjects.glLayer;
// Setup simple WebGL geometry to draw with.
let program = setupProgram(gl,
"attribute vec4 vPosition; void main() { gl_Position = vPosition; }",
"void main() { gl_FragColor = vec4(1.0,0.0,0.0,1.0); }"
);
let vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
let indexObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2]), gl.STATIC_DRAW);
let xrFramebuffer = webglLayer.framebuffer;
function runDrawTests(expectedError) {
// Make sure we're starting with a clean error slate.
assert_equals(gl.getError(), gl.NO_ERROR);
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
assert_equals(gl.getError(), gl.NO_ERROR);
gl.clear(gl.COLOR_BUFFER_BIT);
assert_equals(gl.getError(), gl[expectedError]);
gl.clear(gl.DEPTH_BUFFER_BIT);
assert_equals(gl.getError(), gl[expectedError]);
gl.drawArrays(gl.TRIANGLES, 0, 3);
assert_equals(gl.getError(), gl[expectedError]);
gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0);
assert_equals(gl.getError(), gl[expectedError]);
}
// Drawing operations outside of a XR frame should fail.
runDrawTests("INVALID_FRAMEBUFFER_OPERATION");
// Drawing operations within a XR frame should succeed.
session.requestAnimationFrame((time, xrFrame) => {
runDrawTests("NO_ERROR");
resolve();
});
});
xr_session_promise_test(
testName, testFunction, fakeDeviceInitParams, 'immersive-vr');
</script>
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