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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/textures/misc/active-3d-texture-bug.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/textures/misc/active-3d-texture-bug.html b/dom/canvas/test/webgl-conf/checkout/conformance2/textures/misc/active-3d-texture-bug.html new file mode 100644 index 000000000..99cd0136b --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/textures/misc/active-3d-texture-bug.html @@ -0,0 +1,145 @@ +<!-- + +/* +** 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> |