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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>