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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>WebGL cube map out of order upload 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>
<script src="../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="example" width="64" height="64">
</canvas>
<script>
"use strict";
description("Test out of order cube map uploads.");
debug("Regression test for crbug.com/473739 / Apple Radar 20444072.");
<!-- Thanks to Gregg Tavares for the original report and test case. -->
var wtu = WebGLTestUtils;
var canvas = document.getElementById("example");
canvas.addEventListener('webglcontextlost', contextLost, false);
var contextWasLost = false;
function contextLost(e) {
e.preventDefault();
contextWasLost = true;
debug("***context lost -- should not happen***");
}
var dataWidth = 256;
var dataHeight = 256;
var gl = wtu.create3DContext(canvas);
var tex = gl.createTexture();
// start with 1x1 pixel cubemap
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
var color = new Uint8Array([128, 192, 255, 255]);
for (var ii = 0; ii < 6; ++ii) {
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color);
}
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
gl.generateMipmap(gl.TEXTURE_CUBE_MAP); // there's no need to call this but the code doesn't check the size.
var textureData = new Uint8Array(dataWidth * dataHeight * 4);
// The first texture has downlaoded
var first = 1;
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + first, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
// Now because the first face downloaded doesn't match the other 5 faces upload the same image to the other 5
// 1x1 faces
for (var ii = 0; ii < 6; ++ii) {
if (ii !== first) {
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
}
}
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
// Now as each new face comes in add it
for (var ii = 0; ii < 6; ++ii) {
if (ii !== first) {
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
}
}
gl.flush();
setTimeout(function() {
shouldBe("contextWasLost", "false");
finishTest();
}, 1000);
var successfullyParsed = true;
</script>
</body>
</html>