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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/copy-tex-image-crash.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-upstream.tar.xz firefox-esr-upstream.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/copy-tex-image-crash.html | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/copy-tex-image-crash.html b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/copy-tex-image-crash.html new file mode 100644 index 0000000000..994051672a --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/copy-tex-image-crash.html @@ -0,0 +1,69 @@ +<!-- +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>copyTexImage2D should not crash</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> +<div id="description"></div> +<canvas id="canvas"></canvas> +<div id="console"></div> + +<script> +"use strict"; +description("Draw into source of copyTexSubImage2D shouldn't crash: regression test for https://crbug.com/707445"); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +canvas.width = 16; +canvas.height = 16; +var gl = wtu.create3DContext(canvas); + +function runTest() { + // Setup/clear source texture + let tex1 = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex1); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + let fb1 = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb1); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex1, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + + // Setup/clear destination texture + let tex2 = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex2); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + let fb2 = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb2); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex2, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + + // Copy from source to destination texture + gl.bindFramebuffer(gl.FRAMEBUFFER, fb1); + gl.bindTexture(gl.TEXTURE_2D, tex2); + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 16, 16, 0); + + // Draw into source texture + gl.bindFramebuffer(gl.FRAMEBUFFER, fb2); + let program = wtu.setupColorQuad(gl); // Used as a trivial shader; any shader will work. + gl.useProgram(program); + gl.drawArrays(gl.TRIANGLES, 0, 3); +} + +runTest(); + +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> + +</body> +</html> |