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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/extra/cube-map-uploads-out-of-order.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/extra/cube-map-uploads-out-of-order.html | 91 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/extra/cube-map-uploads-out-of-order.html b/dom/canvas/test/webgl-conf/checkout/extra/cube-map-uploads-out-of-order.html new file mode 100644 index 0000000000..abf9d1dd7d --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/extra/cube-map-uploads-out-of-order.html @@ -0,0 +1,91 @@ +<!-- +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 cube map out of order upload 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> +<script src="../js/glsl-conformance-test.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<canvas id="example" width="64" height="64"> +</canvas> +<script> +"use strict"; +description("Test out of order cube map uploads."); +debug("Regression test for crbug.com/473739 / Apple Radar 20444072."); + +<!-- Thanks to Gregg Tavares for the original report and test case. --> + +var wtu = WebGLTestUtils; + +var canvas = document.getElementById("example"); +canvas.addEventListener('webglcontextlost', contextLost, false); + +var contextWasLost = false; + +function contextLost(e) { + e.preventDefault(); + contextWasLost = true; + debug("***context lost -- should not happen***"); +} + +var dataWidth = 256; +var dataHeight = 256; +var gl = wtu.create3DContext(canvas); +var tex = gl.createTexture(); +// start with 1x1 pixel cubemap +gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex); +var color = new Uint8Array([128, 192, 255, 255]); +for (var ii = 0; ii < 6; ++ii) { + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color); +} +gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex); +gl.generateMipmap(gl.TEXTURE_CUBE_MAP); // there's no need to call this but the code doesn't check the size. + +var textureData = new Uint8Array(dataWidth * dataHeight * 4); + +// The first texture has downlaoded +var first = 1; +gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex); +gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + first, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData); + +// Now because the first face downloaded doesn't match the other 5 faces upload the same image to the other 5 +// 1x1 faces +for (var ii = 0; ii < 6; ++ii) { + if (ii !== first) { + gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData); + } +} +gl.generateMipmap(gl.TEXTURE_CUBE_MAP); + +// Now as each new face comes in add it +for (var ii = 0; ii < 6; ++ii) { + if (ii !== first) { + gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData); + gl.generateMipmap(gl.TEXTURE_CUBE_MAP); + } +} + +gl.flush(); + +setTimeout(function() { + shouldBe("contextWasLost", "false"); + finishTest(); +}, 1000); + +var successfullyParsed = true; +</script> +</body> +</html> |