91 lines
2.8 KiB
HTML
91 lines
2.8 KiB
HTML
<!--
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Copyright (c) 2019 The Khronos Group Inc.
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Use of this source code is governed by an MIT-style license that can be
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found in the LICENSE.txt file.
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>WebGL cube map out of order upload test.</title>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../js/js-test-pre.js"></script>
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<script src="../js/webgl-test-utils.js"></script>
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<script src="../js/glsl-conformance-test.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<canvas id="example" width="64" height="64">
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</canvas>
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<script>
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"use strict";
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description("Test out of order cube map uploads.");
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debug("Regression test for crbug.com/473739 / Apple Radar 20444072.");
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<!-- Thanks to Gregg Tavares for the original report and test case. -->
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var wtu = WebGLTestUtils;
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var canvas = document.getElementById("example");
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canvas.addEventListener('webglcontextlost', contextLost, false);
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var contextWasLost = false;
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function contextLost(e) {
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e.preventDefault();
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contextWasLost = true;
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debug("***context lost -- should not happen***");
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}
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var dataWidth = 256;
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var dataHeight = 256;
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var gl = wtu.create3DContext(canvas);
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var tex = gl.createTexture();
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// start with 1x1 pixel cubemap
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
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var color = new Uint8Array([128, 192, 255, 255]);
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for (var ii = 0; ii < 6; ++ii) {
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gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color);
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}
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
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gl.generateMipmap(gl.TEXTURE_CUBE_MAP); // there's no need to call this but the code doesn't check the size.
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var textureData = new Uint8Array(dataWidth * dataHeight * 4);
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// The first texture has downlaoded
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var first = 1;
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
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gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + first, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
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// Now because the first face downloaded doesn't match the other 5 faces upload the same image to the other 5
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// 1x1 faces
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for (var ii = 0; ii < 6; ++ii) {
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if (ii !== first) {
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
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gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
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}
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}
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gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
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// Now as each new face comes in add it
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for (var ii = 0; ii < 6; ++ii) {
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if (ii !== first) {
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
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gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
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gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
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}
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}
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gl.flush();
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setTimeout(function() {
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shouldBe("contextWasLost", "false");
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finishTest();
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}, 1000);
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var successfullyParsed = true;
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</script>
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</body>
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</html>
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