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+<!--
+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 texture size limit 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="32" height="32" style="width: 40px; height: 40px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description("Checks various size limits of textures")
+var canvas;
+
+function numLevelsFromSize(size) {
+ var levels = 0;
+ while ((size >> levels) > 0) {
+ ++levels;
+ }
+ return levels;
+}
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("example");
+var tests = [
+ { format: gl.ALPHA, type: gl.UNSIGNED_BYTE, size: 1, dataType: Uint8Array },
+ { format: gl.LUMINANCE, type: gl.UNSIGNED_BYTE, size: 1, dataType: Uint8Array },
+ { format: gl.LUMINANCE_ALPHA, type: gl.UNSIGNED_BYTE, size: 2, dataType: Uint8Array },
+ { format: gl.RGB, type: gl.UNSIGNED_BYTE, size: 3, dataType: Uint8Array },
+ { format: gl.RGB, type: gl.UNSIGNED_SHORT_5_6_5, size: 1, dataType: Uint16Array },
+ { format: gl.RGBA, type: gl.UNSIGNED_BYTE, size: 4, dataType: Uint8Array },
+ { format: gl.RGBA, type: gl.UNSIGNED_SHORT_4_4_4_4, size: 1, dataType: Uint16Array },
+ { format: gl.RGBA, type: gl.UNSIGNED_SHORT_5_5_5_1, size: 1, dataType: Uint16Array }
+];
+
+// Note: We expressly only use 2 textures because first a texture will be defined
+// using all mip levels of 1 format, then for a moment it will have mixed formats which
+// may uncover bugs.
+var targets = [
+ { target: gl.TEXTURE_2D,
+ maxSize: gl.getParameter(gl.MAX_TEXTURE_SIZE),
+ maxLevel: 1000,
+ targets: [gl.TEXTURE_2D]
+ },
+ { target: gl.TEXTURE_CUBE_MAP,
+ maxSize: gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE),
+ maxLevel: 5,
+ targets: [
+ gl.TEXTURE_CUBE_MAP_POSITIVE_X,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
+ ]
+ }
+];
+
+gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
+
+var trg = 0;
+var tt = 0;
+var tex = null;
+runNextTest();
+
+function runNextTest() {
+ var t = targets[trg];
+
+ if (tt == 0) {
+ gl.deleteTexture(tex);
+ tex = gl.createTexture();
+ gl.bindTexture(t.target, tex);
+
+ debug("");
+ debug("max size for " + wtu.glEnumToString(gl, t.target) + ": " + t.maxSize);
+ var numLevels = numLevelsFromSize(t.maxSize);
+ debug("num levels " + numLevels);
+ }
+
+ var test = tests[tt];
+ testFormatType(t, test);
+ ++tt;
+ if (tt == tests.length) {
+ tt = 0;
+ ++trg;
+ if (trg == targets.length) {
+ finishTest();
+ return;
+ }
+ }
+ wtu.dispatchPromise(runNextTest);
+}
+
+function testFormatType(t, test) {
+ debug("");
+ debug("testing: " + wtu.glEnumToString(gl, test.format) + ", " + wtu.glEnumToString(gl, test.type));
+
+ for (var j = 0; j < t.targets.length; ++j) {
+ var target = t.targets[j];
+ debug("");
+ debug(wtu.glEnumToString(gl, target));
+ var numLevels = numLevelsFromSize(t.maxSize);
+
+ // out of bounds tests
+ for (var i = 0; i < numLevels; i++) {
+ // width and height out of bounds
+ var size = t.maxSize >> i;
+ gl.texImage2D(target, i, test.format, size + 1, size + 1, 0, test.format, test.type, null);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "width or height out of bounds: should generate INVALID_VALUE: level is " + i + ", size is "
+ + (size + 1) + "x" + (size + 1));
+ }
+ // level out of bounds
+ gl.texImage2D(target, numLevels, test.format, 1, 1, 0, test.format, test.type, null);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "level out of bounds: should generate INVALID_VALUE: level is: "
+ + numLevels + ", size is 1x1.");
+
+ // Probe to discover the max non-OOM level.
+ // For instance, on some drivers (at least Intel+Mesa) we can create
+ // a maxLevel L8 texture, but only a maxLevel-1 RGB8 texture.
+ var maxLevelsForFormat = numLevels;
+ while (true) {
+ gl.texImage2D(target, maxLevelsForFormat-1, test.format, 1, 1, 0, test.format, test.type, null);
+ var err = gl.getError();
+ if (err == gl.OUT_OF_MEMORY) {
+ debug("Probe failed for level=" + (maxLevelsForFormat-1) + ", reducing...");
+ maxLevelsForFormat -= 1;
+ if (!maxLevelsForFormat) {
+ testFailed("Failed to allocate any levels for format " + test.format);
+ return;
+ }
+ continue;
+ }
+ if (err) {
+ testFailed("Should not hit non-OOM errors during max level probing.");
+ return;
+ }
+ break;
+ }
+ var numTestLevels = Math.min(maxLevelsForFormat, t.maxLevel);
+ for (var l = 0; l < numTestLevels; ++l) {
+ // Do bottom levels first;
+ var size = 1 << l;
+ var level = maxLevelsForFormat - l - 1;
+ var otherDimension = t.target == gl.TEXTURE_2D ? 1 : size;
+ gl.texImage2D(target, level, test.format, size, otherDimension, 0, test.format, test.type, null);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no error for level: " + level + " " + size + "x" + otherDimension);
+ if (otherDimension != size) {
+ gl.texImage2D(target, level, test.format, otherDimension, size, 0, test.format, test.type, null);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no error for level: " + level + " " + otherDimension + "x" + size);
+ }
+ }
+ }
+}
+</script>
+</body>
+</html>
+