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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>Test bug of TexSubImage3D with pixel buffer</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="example" width="2" height="2" style="width: 2px; height: 2px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader_texsize" type="x-shader/x-vertex">#version 300 es
in vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader_texsize_3d" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform highp sampler3D tex;
uniform int lod;
uniform ivec3 texSize;
out vec4 fragColor;
void main()
{
fragColor = (textureSize(tex, lod) == texSize ? vec4(1.0, 0.0, 0.0, 1.0) : vec4(0.0, 0.0, 0.0, 1.0));
}
</script>
<script>
"use strict";
description(document.title);
debug("This is a regression test for <a href='https://bugs.chromium.org/p/chromium/issues/detail?id=666384'>Chromium Issue 666384</a>");
debug("");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example", undefined, 2);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
function runTest() {
wtu.setupUnitQuad(gl, 0, 1);
var program = wtu.setupProgram(
gl, ['vshader_texsize', 'fshader_texsize_3d'], ['vPosition'], [0]);
var width = 32;
var height = 16;
var depth = 8;
gl.uniform1i(gl.getUniformLocation(program, "tex"), 0);
gl.uniform1i(gl.getUniformLocation(program, "lod"), 2);
gl.uniform3i(gl.getUniformLocation(program, "texSize"), 8, 4, 2);
var tex3d = gl.createTexture();
gl.bindTexture(gl.TEXTURE_3D, tex3d);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_MIN_FILTER) should succeed");
gl.texStorage3D(gl.TEXTURE_3D, 4, gl.RGBA8, width, height, depth);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texStorage3D should succeed");
var buffer = gl.createBuffer();
gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, buffer);
gl.bufferData(gl.PIXEL_UNPACK_BUFFER, new Uint8Array(width * height * depth * 4), gl.DYNAMIC_DRAW);
gl.texSubImage3D(gl.TEXTURE_3D, 0, 0, 0, 0, width, height, depth, gl.RGBA, gl.UNSIGNED_BYTE, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Update texture data with texSubImage3D from pixel buffer should succeed");
gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, null);
wtu.clearAndDrawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "clearAndDrawQuad should succeed");
wtu.checkCanvas(gl, [255, 0, 0, 255], "should draw with [255, 0, 0, 255]");
gl.deleteTexture(tex3d);
gl.deleteBuffer(buffer);
}
runTest();
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>