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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 Multi-Context Sampler 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="canvas_drawing" width="12" height="12"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description("Tests that samplers' state doesn't leak across contexts");
+debug("");
+debug('Regression test for <a href="http://crbug.com/713127">http://crbug.com/713127</a>');
+
+function runTest() {
+ var wtu = WebGLTestUtils;
+ var gl = wtu.create3DContext("canvas_drawing", undefined, 2);
+ var texture = null;
+ var color = [0, 255, 0, 255];
+
+ if (!gl) {
+ testFailed("WebGL context does not exist");
+ return;
+ }
+
+ testPassed("WebGL context exists");
+
+ wtu.setupTexturedQuad(gl);
+ texture = gl.createTexture();
+ // Create a texture bigger than 1x1 so that it would need mipmaps in
+ // order to be complete.
+ wtu.fillTexture(gl, texture, 2, 2, color, 0,
+ gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA8);
+ // Set texture parameters so that this texture is complete.
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+
+ // Set up a secondary context with a sampler bound to texture unit
+ // 0. This should not interfere with the primary context.
+ var altGL = wtu.create3DContext(undefined, undefined, 2);
+ if (!altGL) {
+ testFailed("Error creating secondary WebGL context");
+ return;
+ }
+
+ var sampler = altGL.createSampler();
+ // Note that the sampler's default TEXTURE_MIN_FILTER is
+ // NEAREST_MIPMAP_LINEAR.
+ altGL.bindSampler(0, sampler);
+ altGL.clearColor(1, 0, 0, 1);
+ altGL.clear(altGL.COLOR_BUFFER_BIT);
+ wtu.checkCanvasRect(altGL, 0, 0, 1, 1, [ 255, 0, 0, 255 ],
+ "should be red");
+
+ // Now switch back to the main context and draw the texture.
+ gl.clearColor(1, 1, 1, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ wtu.drawUnitQuad(gl);
+ // The presence of the sampler on the other context should not
+ // have interfered with the completeness of the texture.
+ wtu.checkCanvasRect(gl, 0, 0, 1, 1, color,
+ "should be green");
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+}
+
+runTest();
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>