OLD | NEW |
| (Empty) |
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 <script id="fshader" type="x-shader/x-fragment"> | |
7 #ifdef GL_ES | |
8 precision highp float; | |
9 #endif | |
10 uniform sampler2D tex; | |
11 varying vec2 texCoord; | |
12 | |
13 void main() | |
14 { | |
15 float intensity = texture2D(tex, texCoord).a; | |
16 gl_FragColor = vec4(intensity, intensity, intensity, 1.0); | |
17 } | |
18 </script> | |
19 | |
20 </head> | |
21 <body> | |
22 <canvas id="example" width="256px" height="1px"></canvas> | |
23 <div id="description"></div> | |
24 <div id="console"></div> | |
25 <script> | |
26 description('Tests texSubImage2D upload path from Uint8Array'); | |
27 | |
28 var wtu = WebGLTestUtils; | |
29 var canvas = document.getElementById("example"); | |
30 var gl = wtu.create3DContext(canvas); | |
31 var program = wtu.setupProgram( | |
32 gl, | |
33 [wtu.setupSimpleTextureVertexShader(gl), | |
34 wtu.loadShaderFromScript(gl, "fshader")], | |
35 ['vPosition', 'texCoord0']); | |
36 wtu.setupUnitQuad(gl); | |
37 var textureWidth = 256; | |
38 var textureHeight = 1; | |
39 | |
40 textureLoc = gl.getUniformLocation(program, "tex"); | |
41 | |
42 var texture = gl.createTexture(); | |
43 gl.bindTexture(gl.TEXTURE_2D, texture); | |
44 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
45 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
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 // Allocate the texture object | |
49 gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALP
HA, gl.UNSIGNED_BYTE, null); | |
50 // Prepare the image data | |
51 var array = new Uint8Array(textureWidth); | |
52 for (var i = 0; i < textureWidth; i++) | |
53 array[i] = i; | |
54 // Fill the texture object with data -- this is actually the code path being tes
ted | |
55 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA,
gl.UNSIGNED_BYTE, array); | |
56 | |
57 // Clear and set up | |
58 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
59 gl.bindTexture(gl.TEXTURE_2D, texture); | |
60 gl.useProgram(program); | |
61 gl.uniform1i(textureLoc, 0); | |
62 // Draw the texture to the frame buffer | |
63 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
64 | |
65 // Read back the frame buffer | |
66 var buf = new Uint8Array(textureWidth * textureHeight * 4); | |
67 gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf)
; | |
68 | |
69 // Verify the frame buffer's contents | |
70 var passed = true; | |
71 for (var i = 0; i < textureWidth; i++) { | |
72 var val = i; | |
73 if (buf[4 * i + 0] != val || | |
74 buf[4 * i + 1] != val || | |
75 buf[4 * i + 2] != val) { | |
76 testFailed("pixel at (" + i + ", 0) was (" + | |
77 buf[4 * i + 0] + ", " + | |
78 buf[4 * i + 1] + ", " + | |
79 buf[4 * i + 2] + "), should be (" + | |
80 val + ", " + val + ", " + val + ")"); | |
81 passed = false; | |
82 break; | |
83 } | |
84 } | |
85 | |
86 if (passed) | |
87 testPassed(""); | |
88 </script> | |
89 </body> | |
90 </html> | |
OLD | NEW |