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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>Multiple WebGL2 Context sharing texture2darray/texture3d data bug 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> |
| <div id="description"></div> |
| <canvas id="canvas1" width="64" height="64"> </canvas> |
| <canvas id="canvas2" width="64" height="64"> </canvas> |
| <div id="console"></div> |
| |
| <!-- WebGL 2 Shaders --> |
| <script id="vs" 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="fs_texture_3d" 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 id="fs_texture_2d_array" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| in vec2 v_coord; |
| uniform mediump sampler2DArray u_sampler; |
| out vec4 o_color; |
| void main () { |
| o_color = texture(u_sampler, vec3(v_coord, 0.0)); |
| } |
| </script> |
| |
| <script> |
| "use strict"; |
| description("This test verifies that 2 different contexts both using 2d array texture or 3d texture does not share the texture data among them due to context save/restore bug. https://bugs.chromium.org/p/chromium/issues/detail?id=788448"); |
| debug(""); |
| |
| function render(gl, width, height, expectedColor, msg) { |
| wtu.setupUnitQuad(gl, 0, 1); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvasRect(gl, 0, 0, width, height, expectedColor, msg); |
| } |
| |
| function StateSetup(gl, texture_type, texture_color, width, height) { |
| |
| // create a buffer to hold texture data |
| const depth = 4; |
| var size = width * height * depth * 4; |
| var buf = new Uint8Array(size); |
| for (var i = 0; i < size; i += 4) { |
| buf[i + 0] = texture_color[0]; |
| buf[i + 1] = texture_color[1]; |
| buf[i + 2] = texture_color[2]; |
| buf[i + 3] = texture_color[3]; |
| } |
| gl.viewport(0, 0, width, height); |
| |
| // choose texture type and fragment shader type |
| var tex_type = gl.TEXTURE_2D; |
| var fragment_shader = "", vertex_shader = "vs"; |
| if(texture_type === "3d") { |
| tex_type = gl.TEXTURE_3D, fragment_shader = "fs_texture_3d"; |
| } else if(texture_type === "2d_array") { |
| tex_type = gl.TEXTURE_2D_ARRAY, fragment_shader = "fs_texture_2d_array"; |
| } else { |
| testFailed("Texture type must be 3d or 2darray"); |
| } |
| |
| var program = wtu.setupProgram(gl, [vertex_shader, fragment_shader], ['a_position', 'a_coord'], [0, 1]); |
| |
| // create a texture |
| var texture = gl.createTexture(); |
| gl.activeTexture(gl.TEXTURE0); |
| |
| // program texture parameters |
| gl.activeTexture(gl.TEXTURE0); |
| gl.bindTexture(tex_type, texture); |
| gl.texImage3D(tex_type, 0, gl.RGBA, width, height, depth, 0, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| gl.texParameteri(tex_type, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| gl.texParameteri(tex_type, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| |
| // bind sampler to the texture |
| var samplerLoc = gl.getUniformLocation(program, "u_sampler"); |
| gl.uniform1i(samplerLoc, 0); |
| |
| // flush all gl commands |
| gl.flush(); |
| } |
| |
| var wtu = WebGLTestUtils; |
| var canvas1 = document.getElementById("canvas1"); |
| var gl1 = wtu.create3DContext(canvas1, null, 2); //context1 |
| |
| var canvas2 = document.getElementById("canvas2"); |
| var gl2 = wtu.create3DContext(canvas2, null, 2); // context2 |
| |
| if (gl1 && gl2) |
| { |
| testPassed("Created 2 WebGL2 context successfully"); |
| var red = [255, 0, 0, 255], green = [0,255,0,255], blue = [0,0,255,255]; |
| var width = 64, height = 64; |
| var texture_type = "3d", texture_color = green; |
| StateSetup(gl1,texture_type, texture_color, width, height);// context1 state setup |
| texture_color = red; |
| StateSetup(gl2, texture_type, texture_color, width, height);// context2 state setup |
| render(gl1, width, height, green, "Result pixels rendering from context1 with 3d texture should be green");// render context1 |
| |
| texture_type = "2d_array", texture_color = blue; |
| StateSetup(gl1, texture_type, texture_color, width, height);// context1 state setup |
| texture_color = green; |
| StateSetup(gl2, texture_type, texture_color, width, height);// context2 state setup |
| render(gl1, width, height, blue, "Result pixels rendering from context1 with 2darray texture should be blue");//render context1 |
| } |
| else if(!gl1) |
| { |
| testFailed("Fail to get 1st WebGL2 context"); |
| } |
| else |
| { |
| testFailed("Fail to get 2nd WebGL2 context"); |
| } |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |