context-sharing-texture2darray-texture3d-data-bug.html (4913B)
1 <!-- 2 Copyright (c) 2019 The Khronos Group Inc. 3 Use of this source code is governed by an MIT-style license that can be 4 found in the LICENSE.txt file. 5 --> 6 7 <!DOCTYPE html> 8 <html> 9 <head> 10 <meta charset="utf-8"> 11 <title>Multiple WebGL2 Context sharing texture2darray/texture3d data bug test</title> 12 <link rel="stylesheet" href="../../resources/js-test-style.css"/> 13 <script src="../../js/js-test-pre.js"></script> 14 <script src="../../js/webgl-test-utils.js"></script> 15 </head> 16 <body> 17 <div id="description"></div> 18 <canvas id="canvas1" width="64" height="64"> </canvas> 19 <canvas id="canvas2" width="64" height="64"> </canvas> 20 <div id="console"></div> 21 22 <!-- WebGL 2 Shaders --> 23 <script id="vs" type="x-shader/x-vertex">#version 300 es 24 precision mediump float; 25 in vec4 a_position; 26 in vec2 a_coord; 27 out vec2 v_coord; 28 void main() { 29 gl_Position = a_position; 30 v_coord = a_coord; 31 } 32 </script> 33 34 <script id="fs_texture_3d" type="x-shader/x-fragment">#version 300 es 35 precision mediump float; 36 in vec2 v_coord; 37 uniform mediump sampler3D u_sampler; 38 out vec4 o_color; 39 void main () { 40 o_color = texture(u_sampler, vec3(v_coord, 0.0)); 41 } 42 </script> 43 44 <script id="fs_texture_2d_array" type="x-shader/x-fragment">#version 300 es 45 precision mediump float; 46 in vec2 v_coord; 47 uniform mediump sampler2DArray u_sampler; 48 out vec4 o_color; 49 void main () { 50 o_color = texture(u_sampler, vec3(v_coord, 0.0)); 51 } 52 </script> 53 54 <script> 55 "use strict"; 56 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"); 57 debug(""); 58 59 function render(gl, width, height, expectedColor, msg) { 60 wtu.setupUnitQuad(gl, 0, 1); 61 wtu.clearAndDrawUnitQuad(gl); 62 wtu.checkCanvasRect(gl, 0, 0, width, height, expectedColor, msg); 63 } 64 65 function StateSetup(gl, texture_type, texture_color, width, height) { 66 67 // create a buffer to hold texture data 68 const depth = 4; 69 var size = width * height * depth * 4; 70 var buf = new Uint8Array(size); 71 for (var i = 0; i < size; i += 4) { 72 buf[i + 0] = texture_color[0]; 73 buf[i + 1] = texture_color[1]; 74 buf[i + 2] = texture_color[2]; 75 buf[i + 3] = texture_color[3]; 76 } 77 gl.viewport(0, 0, width, height); 78 79 // choose texture type and fragment shader type 80 var tex_type = gl.TEXTURE_2D; 81 var fragment_shader = "", vertex_shader = "vs"; 82 if(texture_type === "3d") { 83 tex_type = gl.TEXTURE_3D, fragment_shader = "fs_texture_3d"; 84 } else if(texture_type === "2d_array") { 85 tex_type = gl.TEXTURE_2D_ARRAY, fragment_shader = "fs_texture_2d_array"; 86 } else { 87 testFailed("Texture type must be 3d or 2darray"); 88 } 89 90 var program = wtu.setupProgram(gl, [vertex_shader, fragment_shader], ['a_position', 'a_coord'], [0, 1]); 91 92 // create a texture 93 var texture = gl.createTexture(); 94 gl.activeTexture(gl.TEXTURE0); 95 96 // program texture parameters 97 gl.activeTexture(gl.TEXTURE0); 98 gl.bindTexture(tex_type, texture); 99 gl.texImage3D(tex_type, 0, gl.RGBA, width, height, depth, 0, gl.RGBA, gl.UNSIGNED_BYTE, buf); 100 gl.texParameteri(tex_type, gl.TEXTURE_MIN_FILTER, gl.NEAREST); 101 gl.texParameteri(tex_type, gl.TEXTURE_MAG_FILTER, gl.NEAREST); 102 103 // bind sampler to the texture 104 var samplerLoc = gl.getUniformLocation(program, "u_sampler"); 105 gl.uniform1i(samplerLoc, 0); 106 107 // flush all gl commands 108 gl.flush(); 109 } 110 111 var wtu = WebGLTestUtils; 112 var canvas1 = document.getElementById("canvas1"); 113 var gl1 = wtu.create3DContext(canvas1, null, 2); //context1 114 115 var canvas2 = document.getElementById("canvas2"); 116 var gl2 = wtu.create3DContext(canvas2, null, 2); // context2 117 118 if (gl1 && gl2) 119 { 120 testPassed("Created 2 WebGL2 context successfully"); 121 var red = [255, 0, 0, 255], green = [0,255,0,255], blue = [0,0,255,255]; 122 var width = 64, height = 64; 123 var texture_type = "3d", texture_color = green; 124 StateSetup(gl1,texture_type, texture_color, width, height);// context1 state setup 125 texture_color = red; 126 StateSetup(gl2, texture_type, texture_color, width, height);// context2 state setup 127 render(gl1, width, height, green, "Result pixels rendering from context1 with 3d texture should be green");// render context1 128 129 texture_type = "2d_array", texture_color = blue; 130 StateSetup(gl1, texture_type, texture_color, width, height);// context1 state setup 131 texture_color = green; 132 StateSetup(gl2, texture_type, texture_color, width, height);// context2 state setup 133 render(gl1, width, height, blue, "Result pixels rendering from context1 with 2darray texture should be blue");//render context1 134 } 135 else if(!gl1) 136 { 137 testFailed("Fail to get 1st WebGL2 context"); 138 } 139 else 140 { 141 testFailed("Fail to get 2nd WebGL2 context"); 142 } 143 144 debug(""); 145 var successfullyParsed = true; 146 </script> 147 <script src="../../js/js-test-post.js"></script> 148 149 </body> 150 </html>