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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>Multiple WebGL2 Context sharing texture2darray/texture3d data bug 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>
+<div id="description"></div>
+<canvas id="canvas1" width="64" height="64"> </canvas>
+<canvas id="canvas2" width="64" height="64"> </canvas>
+<div id="console"></div>
+
+<!-- WebGL 2 Shaders -->
+<script id="vs" type="x-shader/x-vertex">#version 300 es
+precision mediump float;
+in vec4 a_position;
+in vec2 a_coord;
+out vec2 v_coord;
+void main() {
+ gl_Position = a_position;
+ v_coord = a_coord;
+}
+</script>
+
+<script id="fs_texture_3d" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+in vec2 v_coord;
+uniform mediump sampler3D u_sampler;
+out vec4 o_color;
+void main () {
+ o_color = texture(u_sampler, vec3(v_coord, 0.0));
+}
+</script>
+
+<script id="fs_texture_2d_array" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+in vec2 v_coord;
+uniform mediump sampler2DArray u_sampler;
+out vec4 o_color;
+void main () {
+ o_color = texture(u_sampler, vec3(v_coord, 0.0));
+}
+</script>
+
+<script>
+"use strict";
+description("This test verifies that 2 different contexts both using 2d array texture or 3d texture does not share the texture data among them due to context save/restore bug. https://bugs.chromium.org/p/chromium/issues/detail?id=788448");
+debug("");
+
+function render(gl, width, height, expectedColor, msg) {
+ wtu.setupUnitQuad(gl, 0, 1);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvasRect(gl, 0, 0, width, height, expectedColor, msg);
+}
+
+function StateSetup(gl, texture_type, texture_color, width, height) {
+
+ // create a buffer to hold texture data
+ const depth = 4;
+ var size = width * height * depth * 4;
+ var buf = new Uint8Array(size);
+ for (var i = 0; i < size; i += 4) {
+ buf[i + 0] = texture_color[0];
+ buf[i + 1] = texture_color[1];
+ buf[i + 2] = texture_color[2];
+ buf[i + 3] = texture_color[3];
+ }
+ gl.viewport(0, 0, width, height);
+
+ // choose texture type and fragment shader type
+ var tex_type = gl.TEXTURE_2D;
+ var fragment_shader = "", vertex_shader = "vs";
+ if(texture_type === "3d") {
+ tex_type = gl.TEXTURE_3D, fragment_shader = "fs_texture_3d";
+ } else if(texture_type === "2d_array") {
+ tex_type = gl.TEXTURE_2D_ARRAY, fragment_shader = "fs_texture_2d_array";
+ } else {
+ testFailed("Texture type must be 3d or 2darray");
+ }
+
+ var program = wtu.setupProgram(gl, [vertex_shader, fragment_shader], ['a_position', 'a_coord'], [0, 1]);
+
+ // create a texture
+ var texture = gl.createTexture();
+ gl.activeTexture(gl.TEXTURE0);
+
+ // program texture parameters
+ gl.activeTexture(gl.TEXTURE0);
+ gl.bindTexture(tex_type, texture);
+ gl.texImage3D(tex_type, 0, gl.RGBA, width, height, depth, 0, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+ gl.texParameteri(tex_type, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(tex_type, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+
+ // bind sampler to the texture
+ var samplerLoc = gl.getUniformLocation(program, "u_sampler");
+ gl.uniform1i(samplerLoc, 0);
+
+ // flush all gl commands
+ gl.flush();
+}
+
+var wtu = WebGLTestUtils;
+var canvas1 = document.getElementById("canvas1");
+var gl1 = wtu.create3DContext(canvas1, null, 2); //context1
+
+var canvas2 = document.getElementById("canvas2");
+var gl2 = wtu.create3DContext(canvas2, null, 2); // context2
+
+if (gl1 && gl2)
+{
+ testPassed("Created 2 WebGL2 context successfully");
+ var red = [255, 0, 0, 255], green = [0,255,0,255], blue = [0,0,255,255];
+ var width = 64, height = 64;
+ var texture_type = "3d", texture_color = green;
+ StateSetup(gl1,texture_type, texture_color, width, height);// context1 state setup
+ texture_color = red;
+ StateSetup(gl2, texture_type, texture_color, width, height);// context2 state setup
+ render(gl1, width, height, green, "Result pixels rendering from context1 with 3d texture should be green");// render context1
+
+ texture_type = "2d_array", texture_color = blue;
+ StateSetup(gl1, texture_type, texture_color, width, height);// context1 state setup
+ texture_color = green;
+ StateSetup(gl2, texture_type, texture_color, width, height);// context2 state setup
+ render(gl1, width, height, blue, "Result pixels rendering from context1 with 2darray texture should be blue");//render context1
+}
+else if(!gl1)
+{
+ testFailed("Fail to get 1st WebGL2 context");
+}
+else
+{
+ testFailed("Fail to get 2nd WebGL2 context");
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>