summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/copy-tex-image-crash.html
blob: 994051672a8cfa611403a78baf31e6fe4217cc10 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
<!--
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>copyTexImage2D should not crash</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"></canvas>
<div id="console"></div>

<script>
"use strict";
description("Draw into source of copyTexSubImage2D shouldn't crash: regression test for https://crbug.com/707445");

var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
canvas.width = 16;
canvas.height = 16;
var gl = wtu.create3DContext(canvas);

function runTest() {
    // Setup/clear source texture
    let tex1 = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, tex1);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    let fb1 = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb1);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex1, 0);
    gl.clear(gl.COLOR_BUFFER_BIT);

    // Setup/clear destination texture
    let tex2 = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, tex2);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    let fb2 = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex2, 0);
    gl.clear(gl.COLOR_BUFFER_BIT);

    // Copy from source to destination texture
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb1);
    gl.bindTexture(gl.TEXTURE_2D, tex2);
    gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 16, 16, 0);

    // Draw into source texture
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
    let program = wtu.setupColorQuad(gl); // Used as a trivial shader; any shader will work.
    gl.useProgram(program);
    gl.drawArrays(gl.TRIANGLES, 0, 3);
}

runTest();

var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>

</body>
</html>