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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>