summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance2/textures/misc/active-3d-texture-bug.html
blob: 99cd0136b4eec9ae07a29239cee97162731d9660 (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
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
<!--

/*
** Copyright (c) 2016 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

-->

<!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>