Backed out changeset 8fc3326bce7f (bug 1943032) for causing failures at browser_tab_g...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / extra / cube-map-uploads-out-of-order.html
blobabf9d1dd7d95e6fe083d8d2eecf329fafe1d346e
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 -->
7 <!DOCTYPE html>
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>WebGL cube map out of order upload 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 <script src="../js/glsl-conformance-test.js"></script>
16 </head>
17 <body>
18 <div id="description"></div>
19 <div id="console"></div>
20 <canvas id="example" width="64" height="64">
21 </canvas>
22 <script>
23 "use strict";
24 description("Test out of order cube map uploads.");
25 debug("Regression test for crbug.com/473739 / Apple Radar 20444072.");
27 <!-- Thanks to Gregg Tavares for the original report and test case. -->
29 var wtu = WebGLTestUtils;
31 var canvas = document.getElementById("example");
32 canvas.addEventListener('webglcontextlost', contextLost, false);
34 var contextWasLost = false;
36 function contextLost(e) {
37 e.preventDefault();
38 contextWasLost = true;
39 debug("***context lost -- should not happen***");
42 var dataWidth = 256;
43 var dataHeight = 256;
44 var gl = wtu.create3DContext(canvas);
45 var tex = gl.createTexture();
46 // start with 1x1 pixel cubemap
47 gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
48 var color = new Uint8Array([128, 192, 255, 255]);
49 for (var ii = 0; ii < 6; ++ii) {
50 gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, color);
52 gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
53 gl.generateMipmap(gl.TEXTURE_CUBE_MAP); // there's no need to call this but the code doesn't check the size.
55 var textureData = new Uint8Array(dataWidth * dataHeight * 4);
57 // The first texture has downlaoded
58 var first = 1;
59 gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
60 gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + first, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
62 // Now because the first face downloaded doesn't match the other 5 faces upload the same image to the other 5
63 // 1x1 faces
64 for (var ii = 0; ii < 6; ++ii) {
65 if (ii !== first) {
66 gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
67 gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
70 gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
72 // Now as each new face comes in add it
73 for (var ii = 0; ii < 6; ++ii) {
74 if (ii !== first) {
75 gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
76 gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, gl.RGBA, dataWidth, dataHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
77 gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
81 gl.flush();
83 setTimeout(function() {
84 shouldBe("contextWasLost", "false");
85 finishTest();
86 }, 1000);
88 var successfullyParsed = true;
89 </script>
90 </body>
91 </html>