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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/texture-active-bind.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind.html | 179 |
1 files changed, 179 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind.html b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind.html new file mode 100644 index 0000000000..f24bd9b1f3 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind.html @@ -0,0 +1,179 @@ +<!-- +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>WebGL ActiveTexture BindTexture conformance 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> +</head> +<body> +<canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas> +<canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> +uniform mat4 world; +attribute vec3 vPosition; +attribute vec2 texCoord0; +varying vec2 texCoord; +void main() +{ + gl_Position = world * vec4(vPosition, 1); + texCoord = texCoord0; +} +</script> +<script id="trivial-vs" type="text/plain"> +void main() +{ + gl_Position = vec4(0,0,0,1); + gl_PointSize = 1.0; +} +</script> +<script id="tex-point-fs" type="text/plain"> +precision mediump float; +uniform sampler2D uSampler; +void main() +{ + gl_FragColor = texture2D(uSampler, vec2(0)); +} +</script> +<script> +"use strict"; +var gl; + +function init() +{ + description( + "Tests that glActiveTexture and glBindTexture work as expected" + + "Specifically texture targets are per active texture unit."); + + var canvas2d = document.getElementById("canvas2d"); + var ctx2d = canvas2d.getContext("2d"); + + var wtu = WebGLTestUtils; + gl = wtu.create3DContext("example"); + var program = wtu.setupProgram( + gl, + ["vshader", wtu.simpleTextureFragmentShader], + ['vPosition', 'texCoord0']); + wtu.setupUnitQuad(gl); + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.BLEND); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + var colors = [ + [0,192,128,255], + [128,64,255,255], + [192,255,64,255], + [200,0,255,255]]; + + // Make 4 textures by using 4 active texture units if available. + var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS)) + var textures = []; + for (var ii = 0; ii < texunits; ++ii) { + var tex = gl.createTexture(); + gl.activeTexture(gl.TEXTURE0 + ii); + gl.bindTexture(gl.TEXTURE_2D, tex); + textures[ii] = tex; + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + // now use each texture unit to write into the textures, + for (var ii = 0; ii < texunits; ++ii) { + var c = colors[ii]; + ctx2d.fillStyle = + "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")"; + ctx2d.fillRect(0, 0, 1, 1); + gl.activeTexture(gl.TEXTURE0 + ii); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + var textureLoc = gl.getUniformLocation(program, "tex"); + var worldLoc = gl.getUniformLocation(program, "world"); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + gl.clearColor(1,0,0,1); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + for (var ii = 0; ii < texunits; ++ii) { + var x = ii % 2; + var y = Math.floor(ii / 2); + gl.uniform1i(textureLoc, ii); + gl.uniformMatrix4fv( + worldLoc, false, + [0.5, 0, 0, 0, + 0, 0.5, 0, 0, + 0, 0, 1, 0, + -0.5 + x, -0.5 + y, 0, 1]); + gl.drawArrays(gl.TRIANGLES, 0, 6); + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + for (var ii = 0; ii < texunits; ++ii) { + var x = ii % 2; + var y = Math.floor(ii / 2); + wtu.checkCanvasRect(gl, x, y, 1, 1, colors[ii]); + } + + debug(""); + debug("Swizzle applied to correct ActiveTexture index"); + + { + const prog = wtu.setupProgram( + gl, + ["trivial-vs", "tex-point-fs"]); + prog.uSampler = gl.getUniformLocation(prog, "uSampler"); + gl.useProgram(prog); + gl.viewport(0, 0, 1, 1); + gl.activeTexture(gl.TEXTURE0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + const tex0_rgba8 = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex0_rgba8); + const tex0_rgba8_data = new Uint8Array([10, 20, 30, 40]); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, tex0_rgba8_data); + + const tex2_a8 = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex2_a8); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 1, 1, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null); + + window.control = new Uint8Array(4); + window.after_swizzle_applied = new Uint8Array(4); + + gl.bindTexture(gl.TEXTURE_2D, tex0_rgba8); + gl.drawArrays(gl.POINTS, 0, 1); + gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, window.control); + shouldBeString("window.control", tex0_rgba8_data.toString()); + + gl.activeTexture(gl.TEXTURE2); + gl.bindTexture(gl.TEXTURE_2D, tex2_a8); + gl.uniform1i(prog.uSampler, 2); + gl.activeTexture(gl.TEXTURE0); + gl.drawArrays(gl.POINTS, 0, 1); + // Firefox would apply the A8-on-R8 swizzle to whatever tex-unit was active. + + gl.uniform1i(prog.uSampler, 0); + gl.drawArrays(gl.POINTS, 0, 1); + gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, window.after_swizzle_applied); + shouldBeString("window.after_swizzle_applied", tex0_rgba8_data.toString()); + // Firefox would then get 0,0,0,10 here, as the [ZERO,ZERO,ZERO,RED] swizzle was applied to our + // 10,20,30,40 texture. + } +} + +init(); +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> + +</body> +</html> + |