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+++ b/dom/canvas/test/webgl-conf/checkout/conformance2/textures/misc/active-3d-texture-bug.html
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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 Active TEXTURE1 Bug Tests</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="canvas" width="64" height="64"> </canvas>
+<div id="console"></div>
+<script id="vshader" 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="fshader" 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>
+"use strict";
+description("Test for a MacOSX 10.12 with Intel GPUs driver crash bug activating TEXTURE1 for 3d texture");
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, null, 2);
+var samplerLoc;
+
+function render(textureUnit, width, height, expectedColor, msg) {
+ gl.uniform1i(samplerLoc, textureUnit);
+ wtu.setupUnitQuad(gl, 0, 1);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvasRect(gl, 0, 0, width, height, expectedColor, msg);
+}
+
+function activeTextureTest() {
+ var texture = gl.createTexture();
+ var sampler = gl.createSampler();
+ var width = 64;
+ var height = 64;
+ var depth = 4;
+ var black = [0, 0, 0, 255];
+ var size = width * height * depth * 4;
+
+ var buf = new Uint8Array(size);
+ for (var i = 0; i < size; i += 4) {
+ buf[i + 0] = 0;
+ buf[i + 1] = 255;
+ buf[i + 2] = 0;
+ buf[i + 3] = 255;
+ }
+
+ var program = wtu.setupProgram(gl, ["vshader", "fshader"], ['a_position', 'a_coord'], [0, 1]);
+ samplerLoc = gl.getUniformLocation(program, "u_sampler");
+
+ gl.viewport(0, 0, width, height);
+
+ gl.bindTexture(gl.TEXTURE_3D, texture);
+ gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA, width, height, depth, 0, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+ // texture is unbound from the default texture unit TEXTURE0,
+ // then a default black texture will be bound to TEXTURE0.
+ gl.bindTexture(gl.TEXTURE_3D, null);
+
+ // Active TEXTURE1 and 3d texture are necessary to reproduce the crash bug.
+ gl.activeTexture(gl.TEXTURE1);
+
+ gl.bindSampler(0, sampler);
+ gl.samplerParameteri(sampler, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.samplerParameteri(sampler, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ gl.bindTexture(gl.TEXTURE_3D, texture);
+ gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+
+ // Render using sampler
+ // When rendering from texture unit 0, the black texture will be drawn.
+ render(0, width, height, black, "Result pixels rendering from TEXTURE0 should be black");
+
+ gl.bindSampler(0, null);
+ gl.deleteSampler(sampler);
+
+ // Render using texture
+ // When rendering from texture unit 0, the black texture will be drawn.
+ // Crash happens when calling gl.drawArrays during this rendering.
+ render(0, width, height, black, "Result pixels rendering from TEXTURE0 should be black");
+
+ gl.bindTexture(gl.TEXTURE_3D, null);
+ gl.deleteTexture(texture);
+ gl.deleteProgram(program);
+}
+
+if (!gl) {
+ testFailed("Fail to get a WebGL2 context");
+} else {
+ testPassed("Created WebGL2 context successfully");
+ activeTextureTest();
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../../js/js-test-post.js"></script>
+
+</body>
+</html>