summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-copying-and-deletion.html
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-copying-and-deletion.html91
1 files changed, 91 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-copying-and-deletion.html b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-copying-and-deletion.html
new file mode 100644
index 0000000000..1caff3d224
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-copying-and-deletion.html
@@ -0,0 +1,91 @@
+<!--
+Copyright (c) 2020 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 Texture Copying and Deletion 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="1" height="1" style="width: 40px; height: 40px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+
+<script>
+"use strict";
+description('Checks that texture copying and deletion work correctly together.');
+debug('Regression test for <a href="http://anglebug.com/4267">http://anglebug.com/4267</a>');
+const wtu = WebGLTestUtils;
+const canvas = document.getElementById("example");
+canvas.addEventListener('webglcontextlost', contextLost, false);
+
+let contextWasLost = false;
+function contextLost(e) {
+ e.preventDefault();
+ contextWasLost = true;
+ debug("***context lost -- should not happen***");
+}
+
+const gl = wtu.create3DContext(canvas);
+
+const texture = gl.createTexture();
+gl.bindTexture(gl.TEXTURE_2D, texture);
+gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+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);
+
+const texture2 = gl.createTexture();
+gl.bindTexture(gl.TEXTURE_2D, texture2);
+gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+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);
+
+const framebuffer = gl.createFramebuffer();
+gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
+gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+assertMsg(gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE,
+ "framebuffer should be FRAMEBUFFER_COMPLETE.");
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setup");
+
+// This test does not call getError, because doing so seems to cause
+// an implicit flush which intermittently masks the bug.
+
+debug("");
+debug("testing copyTexImage2D");
+gl.bindTexture(gl.TEXTURE_2D, texture);
+gl.copyTexImage2D(gl.TEXTURE_2D, 1, gl.RGBA, 0, 0, 2, 2, 0);
+// Not necessary to do any CopyTexImage2D operations to texture2.
+
+debug("");
+debug("testing copyTexSubImage2D");
+gl.bindTexture(gl.TEXTURE_2D, texture);
+gl.copyTexSubImage2D(gl.TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
+gl.bindTexture(gl.TEXTURE_2D, texture2);
+gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
+
+debug('deleting framebuffer');
+gl.deleteFramebuffer(framebuffer);
+debug('deleting texture');
+gl.deleteTexture(texture);
+debug('deleting texture2');
+// On buggy driver, crashes during this deleteTexture call.
+gl.deleteTexture(texture2);
+
+setTimeout(function() {
+ shouldBe("contextWasLost", "false");
+ finishTest();
+}, 1000);
+</script>
+</body>
+</html>