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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/samplers/multi-context-sampler-test.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/samplers/multi-context-sampler-test.html | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/samplers/multi-context-sampler-test.html b/dom/canvas/test/webgl-conf/checkout/conformance2/samplers/multi-context-sampler-test.html new file mode 100644 index 0000000000..05e0f20480 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/samplers/multi-context-sampler-test.html @@ -0,0 +1,84 @@ +<!-- +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> |