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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>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>