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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>WebGL2 3D texture mipmap level conformance 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="example" width="2" height="2" style="width: 2px; height: 2px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader_texsize" type="x-shader/x-vertex">#version 300 es
in vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>

<script id="fshader_texsize_3d" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform highp sampler3D tex;
uniform int lod;
uniform ivec3 texSize;
out vec4 fragColor;
void main()
{
    fragColor = (textureSize(tex, lod) == texSize ? vec4(255, 0, 0, 255) : vec4(0, 0, 0, 255));
}
</script>


<script>
"use strict";
description(document.title);
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example", undefined, 2);

wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");

// This test fails on Intel Mesa, see crbug.com/666384.
(function() {
  debug("");
  debug("Test textureSize should work correctly with non-zero base level for texStorage3D");
  var program = wtu.setupProgram(
      gl, ['vshader_texsize', 'fshader_texsize_3d'], ['vPosition'], [0]);
  wtu.setupUnitQuad(gl, 0, 1);

  gl.uniform1i(gl.getUniformLocation(program, "tex"), 0);
  gl.uniform1i(gl.getUniformLocation(program, "lod"), 1);
  gl.uniform3i(gl.getUniformLocation(program, "texSize"), 8, 4, 2);
  var tex3d = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_3D, tex3d);
  gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_MAG_FILTER) should succeed");
  gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_MIN_FILTER) should succeed");
  gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_BASE_LEVEL, 1);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_BASE_LEVEL) should succeed");
  gl.texStorage3D(gl.TEXTURE_3D, 4, gl.RGBA8, 32, 16, 8);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texStorage3D should succeed");
  wtu.clearAndDrawUnitQuad(gl);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "clearAndDrawQuad should succeed");
  wtu.checkCanvas(gl, [255, 0, 0, 255], "should draw with [255, 0, 0, 255]");
  gl.deleteTexture(tex3d);
})();

var successfullyParsed = true;

</script>
<script src="../../../js/js-test-post.js"></script>

</body>
</html>