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| 1 <html> | |
| 2 <head> | |
| 3 <script src="../../../resources/js-test.js"></script> | |
| 4 <script src="resources/webgl-test.js"></script> | |
| 5 <script src="resources/webgl-test-utils.js"></script> | |
| 6 </head> | |
| 7 <body> | |
| 8 <canvas id="example" width="1px" height="2px"></canvas> | |
| 9 <div id="description"></div> | |
| 10 <div id="console"></div> | |
| 11 <script> | |
| 12 description('Verifies texImage2D and texSubImage2D code paths taking ArrayBuffer
View'); | |
| 13 | |
| 14 var wtu = WebGLTestUtils; | |
| 15 var gl = null; | |
| 16 var textureLoc = null; | |
| 17 | |
| 18 // These two declarations need to be global for "shouldBe" to see them | |
| 19 var buf = null; | |
| 20 var idx = 0; | |
| 21 var pixel = [0, 0, 0, 1]; | |
| 22 var correctColor = null; | |
| 23 | |
| 24 function generateRGBAData(type, unpackAlignment) | |
| 25 { | |
| 26 var sourceData = [ 255, 0, 0, 255, | |
| 27 0, 255, 0, 0 ]; | |
| 28 switch (type) { | |
| 29 case gl.UNSIGNED_BYTE: { | |
| 30 var rowWidth = Math.max(unpackAlignment, 4); | |
| 31 var data = new Uint8Array(2 * rowWidth); | |
| 32 for (var y = 0; y < 2; ++y) { | |
| 33 var index = y * rowWidth; | |
| 34 for (var element = 0; element < 4; ++element) { | |
| 35 data[index + element] = sourceData[4 * y + element]; | |
| 36 } | |
| 37 } | |
| 38 return data; | |
| 39 } | |
| 40 case gl.UNSIGNED_SHORT_4_4_4_4: { | |
| 41 var rowWidth = Math.max(unpackAlignment, 2) / 2; | |
| 42 var data = new Uint16Array(2 * rowWidth); | |
| 43 for (var y = 0; y < 2; ++y) { | |
| 44 var index = y * rowWidth; | |
| 45 data[index] = (((sourceData[4 * y] & 0xF0) << 8) | |
| 46 | ((sourceData[4 * y + 1] & 0xF0) << 4) | |
| 47 | (sourceData[4 * y + 2] & 0xF0) | |
| 48 | (sourceData[4 * y + 3] >> 4)); | |
| 49 } | |
| 50 return data; | |
| 51 } | |
| 52 case gl.UNSIGNED_SHORT_5_5_5_1: { | |
| 53 var rowWidth = Math.max(unpackAlignment, 2) / 2; | |
| 54 var data = new Uint16Array(2 * rowWidth); | |
| 55 for (var y = 0; y < 2; ++y) { | |
| 56 var index = y * rowWidth; | |
| 57 data[index] = (((sourceData[4 * y] & 0xF8) << 8) | |
| 58 | ((sourceData[4 * y + 1] & 0xF8) << 3) | |
| 59 | ((sourceData[4 * y + 2] & 0xF8) >> 2) | |
| 60 | (sourceData[4 * y + 3] >> 7)); | |
| 61 } | |
| 62 return data; | |
| 63 } | |
| 64 } | |
| 65 } | |
| 66 | |
| 67 function typeToString(type) | |
| 68 { | |
| 69 switch (type) { | |
| 70 case gl.UNSIGNED_BYTE: return 'UNSIGNED_BYTE'; | |
| 71 case gl.UNSIGNED_SHORT_5_5_5_1: return 'UNSIGNED_SHORT_5_5_5_1'; | |
| 72 case gl.UNSIGNED_SHORT_4_4_4_4: return 'UNSIGNED_SHORT_4_4_4_4'; | |
| 73 } | |
| 74 return 'Unknown type ' + type; | |
| 75 } | |
| 76 | |
| 77 function runOneIteration(useTexSubImage2D, type, unpackAlignment, flipY, premult
iplyAlpha, topColor, bottomColor) | |
| 78 { | |
| 79 debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') + | |
| 80 ' with type=' + typeToString(type) + | |
| 81 ', unpackAlignment=' + unpackAlignment + | |
| 82 ', flipY=' + flipY + ', premultiplyAlpha=' + premultiplyAlpha); | |
| 83 gl.colorMask(true, true, true, true); | |
| 84 gl.clearColor(0, 0, 0, 1.0); | |
| 85 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| 86 // Enable writes to the RGB channels | |
| 87 gl.colorMask(true, true, true, false); | |
| 88 var texture = gl.createTexture(); | |
| 89 // Bind the texture to texture unit 0 | |
| 90 gl.bindTexture(gl.TEXTURE_2D, texture); | |
| 91 // Set up texture parameters | |
| 92 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
| 93 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
| 94 // Set up pixel store parameters | |
| 95 gl.pixelStorei(gl.UNPACK_ALIGNMENT, unpackAlignment); | |
| 96 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY); | |
| 97 gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, premultiplyAlpha); | |
| 98 // Generate the data | |
| 99 var data = generateRGBAData(type, unpackAlignment); | |
| 100 if (gl.getError() != gl.NO_ERROR) | |
| 101 testFailed("GL error before texture upload"); | |
| 102 // Upload the image into the texture | |
| 103 if (useTexSubImage2D) { | |
| 104 // Initialize the texture to black first | |
| 105 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0, | |
| 106 gl.RGBA, type, null); | |
| 107 if (gl.getError() != gl.NO_ERROR) | |
| 108 testFailed("GL error after texImage2D(null)"); | |
| 109 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 2, gl.RGBA, type, data); | |
| 110 if (gl.getError() != gl.NO_ERROR) | |
| 111 testFailed("GL error after texSubImage2D"); | |
| 112 } else { | |
| 113 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0, gl.RGBA, type, data); | |
| 114 if (gl.getError() != gl.NO_ERROR) | |
| 115 testFailed("GL error after texImage2D"); | |
| 116 } | |
| 117 | |
| 118 // Point the uniform sampler to texture unit 0 | |
| 119 gl.uniform1i(textureLoc, 0); | |
| 120 // Draw the triangles | |
| 121 wtu.drawQuad(gl, [0, 0, 0, 255]); | |
| 122 | |
| 123 // Read back the rendering results | |
| 124 buf = new Uint8Array(1 * 2 * 4); | |
| 125 gl.readPixels(0, 0, 1, 2, gl.RGBA, gl.UNSIGNED_BYTE, buf); | |
| 126 // Check the top pixel and bottom pixel and make sure they have | |
| 127 // the right color. | |
| 128 debug("Checking bottom pixel"); | |
| 129 wtu.checkCanvasRect(gl, 0, 0, 1, 1, bottomColor, "shouldBe " + bottomColor); | |
| 130 debug("Checking top pixel"); | |
| 131 wtu.checkCanvasRect(gl, 0, 1, 1, 1, topColor, "shouldBe " + topColor); | |
| 132 } | |
| 133 | |
| 134 function runTest() | |
| 135 { | |
| 136 var red = [255, 0, 0, 255]; | |
| 137 var green = [0, 255, 0, 255]; | |
| 138 var redPremultiplyAlpha = [255, 0, 0, 255]; | |
| 139 var greenPremultiplyAlpha = [0, 0, 0, 255]; | |
| 140 | |
| 141 var types = [ gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_5_5_5_1, gl.UNSIGNED_SHORT
_4_4_4_4 ]; | |
| 142 var unpackAlignments = [ 1, 2, 4, 8 ]; | |
| 143 | |
| 144 for (var i = 0; i < types.length; ++i) { | |
| 145 var type = types[i]; | |
| 146 for (var j = 0; j < unpackAlignments.length; ++j) { | |
| 147 var unpackAlignment = unpackAlignments[j]; | |
| 148 runOneIteration(false, type, unpackAlignment, true, false, | |
| 149 red, green); | |
| 150 runOneIteration(false, type, unpackAlignment, false, false, | |
| 151 green, red); | |
| 152 runOneIteration(false, type, unpackAlignment, true, true, | |
| 153 redPremultiplyAlpha, greenPremultiplyAlpha); | |
| 154 runOneIteration(false, type, unpackAlignment, false, true, | |
| 155 greenPremultiplyAlpha, redPremultiplyAlpha); | |
| 156 runOneIteration(true, type, unpackAlignment, true, false, | |
| 157 red, green); | |
| 158 runOneIteration(true, type, unpackAlignment, false, false, | |
| 159 green, red); | |
| 160 runOneIteration(true, type, unpackAlignment, true, true, | |
| 161 redPremultiplyAlpha, greenPremultiplyAlpha); | |
| 162 runOneIteration(true, type, unpackAlignment, false, true, | |
| 163 greenPremultiplyAlpha, redPremultiplyAlpha); | |
| 164 } | |
| 165 } | |
| 166 | |
| 167 } | |
| 168 | |
| 169 var canvas = document.getElementById("example"); | |
| 170 gl = wtu.create3DContext(canvas); | |
| 171 var program = wtu.setupTexturedQuad(gl); | |
| 172 gl.disable(gl.BLEND); | |
| 173 | |
| 174 gl.clearColor(0,0,0,1); | |
| 175 gl.clearDepth(1); | |
| 176 | |
| 177 textureLoc = gl.getUniformLocation(program, "tex"); | |
| 178 | |
| 179 runTest(); | |
| 180 </script> | |
| 181 </body> | |
| 182 </html> | |
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