Source code
Revision control
Copy as Markdown
Other Tools
<!--
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 Active TEXTURE1 Bug Tests</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>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" width="64" height="64"> </canvas>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">#version 300 es
precision mediump float;
in vec4 a_position;
in vec2 a_coord;
out vec2 v_coord;
void main() {
gl_Position = a_position;
v_coord = a_coord;
}
</script>
<script id="fshader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
in vec2 v_coord;
uniform mediump sampler3D u_sampler;
out vec4 o_color;
void main () {
o_color = texture(u_sampler, vec3(v_coord, 0.0));
}
</script>
<script>
"use strict";
description("Test for a MacOSX 10.12 with Intel GPUs driver crash bug activating TEXTURE1 for 3d texture");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);
var samplerLoc;
function render(textureUnit, width, height, expectedColor, msg) {
gl.uniform1i(samplerLoc, textureUnit);
wtu.setupUnitQuad(gl, 0, 1);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvasRect(gl, 0, 0, width, height, expectedColor, msg);
}
function activeTextureTest() {
var texture = gl.createTexture();
var sampler = gl.createSampler();
var width = 64;
var height = 64;
var depth = 4;
var black = [0, 0, 0, 255];
var size = width * height * depth * 4;
var buf = new Uint8Array(size);
for (var i = 0; i < size; i += 4) {
buf[i + 0] = 0;
buf[i + 1] = 255;
buf[i + 2] = 0;
buf[i + 3] = 255;
}
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ['a_position', 'a_coord'], [0, 1]);
samplerLoc = gl.getUniformLocation(program, "u_sampler");
gl.viewport(0, 0, width, height);
gl.bindTexture(gl.TEXTURE_3D, texture);
gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA, width, height, depth, 0, gl.RGBA, gl.UNSIGNED_BYTE, buf);
// texture is unbound from the default texture unit TEXTURE0,
// then a default black texture will be bound to TEXTURE0.
gl.bindTexture(gl.TEXTURE_3D, null);
// Active TEXTURE1 and 3d texture are necessary to reproduce the crash bug.
gl.activeTexture(gl.TEXTURE1);
gl.bindSampler(0, sampler);
gl.samplerParameteri(sampler, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.samplerParameteri(sampler, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_3D, texture);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Render using sampler
// When rendering from texture unit 0, the black texture will be drawn.
render(0, width, height, black, "Result pixels rendering from TEXTURE0 should be black");
gl.bindSampler(0, null);
gl.deleteSampler(sampler);
// Render using texture
// When rendering from texture unit 0, the black texture will be drawn.
// Crash happens when calling gl.drawArrays during this rendering.
render(0, width, height, black, "Result pixels rendering from TEXTURE0 should be black");
gl.bindTexture(gl.TEXTURE_3D, null);
gl.deleteTexture(texture);
gl.deleteProgram(program);
}
if (!gl) {
testFailed("Fail to get a WebGL2 context");
} else {
testPassed("Created WebGL2 context successfully");
activeTextureTest();
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>