multi-context-sampler-test.html (2779B)
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>WebGL Multi-Context Sampler 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 <canvas id="canvas_drawing" width="12" height="12"></canvas> 18 <div id="description"></div> 19 <div id="console"></div> 20 <script> 21 "use strict"; 22 description("Tests that samplers' state doesn't leak across contexts"); 23 debug(""); 24 debug('Regression test for <a href="http://crbug.com/713127">http://crbug.com/713127</a>'); 25 26 function runTest() { 27 var wtu = WebGLTestUtils; 28 var gl = wtu.create3DContext("canvas_drawing", undefined, 2); 29 var texture = null; 30 var color = [0, 255, 0, 255]; 31 32 if (!gl) { 33 testFailed("WebGL context does not exist"); 34 return; 35 } 36 37 testPassed("WebGL context exists"); 38 39 wtu.setupTexturedQuad(gl); 40 texture = gl.createTexture(); 41 // Create a texture bigger than 1x1 so that it would need mipmaps in 42 // order to be complete. 43 wtu.fillTexture(gl, texture, 2, 2, color, 0, 44 gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA8); 45 // Set texture parameters so that this texture is complete. 46 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); 47 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); 48 49 // Set up a secondary context with a sampler bound to texture unit 50 // 0. This should not interfere with the primary context. 51 var altGL = wtu.create3DContext(undefined, undefined, 2); 52 if (!altGL) { 53 testFailed("Error creating secondary WebGL context"); 54 return; 55 } 56 57 var sampler = altGL.createSampler(); 58 // Note that the sampler's default TEXTURE_MIN_FILTER is 59 // NEAREST_MIPMAP_LINEAR. 60 altGL.bindSampler(0, sampler); 61 altGL.clearColor(1, 0, 0, 1); 62 altGL.clear(altGL.COLOR_BUFFER_BIT); 63 wtu.checkCanvasRect(altGL, 0, 0, 1, 1, [ 255, 0, 0, 255 ], 64 "should be red"); 65 66 // Now switch back to the main context and draw the texture. 67 gl.clearColor(1, 1, 1, 1); 68 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 69 wtu.drawUnitQuad(gl); 70 // The presence of the sampler on the other context should not 71 // have interfered with the completeness of the texture. 72 wtu.checkCanvasRect(gl, 0, 0, 1, 1, color, 73 "should be green"); 74 75 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); 76 } 77 78 runTest(); 79 var successfullyParsed = true; 80 </script> 81 <script src="../../js/js-test-post.js"></script> 82 83 </body> 84 </html>