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Issue 1601093008: Remove duplicated WebGL layout tests. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 11 months ago
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1 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
2 "http://www.w3.org/TR/html4/loose.dtd">
3 <html>
4 <head>
5 <title>WebGL "Texture Complete" texture conformance test.</title>
6 <script src="../../../resources/js-test.js"></script>
7 <script src="resources/webgl-test.js"> </script>
8 </head>
9 <body>
10 <canvas id="example" width="40" height="40" style="width: 40px; height: 40px;">< /canvas>
11 <canvas id="canvas2d" width="16" height="16" style="width: 40px; height: 40px;"> </canvas>
12 <div id="description"></div>
13 <div id="console"></div>
14 <script id="vshader" type="x-shader/x-vertex">
15 #ifdef GL_ES
16 precision highp float;
17 #endif
18 attribute vec4 vPosition;
19 attribute vec2 texCoord0;
20 varying vec2 texCoord;
21 void main()
22 {
23 gl_Position = vPosition;
24 texCoord = texCoord0;
25 }
26 </script>
27
28 <script id="fshader" type="x-shader/x-fragment">
29 #ifdef GL_ES
30 precision highp float;
31 #endif
32 uniform sampler2D tex;
33 varying vec2 texCoord;
34 void main()
35 {
36 gl_FragColor = texture2D(tex, texCoord);
37 }
38 </script>
39
40 <script>
41 function init()
42 {
43 if (window.initNonKhronosFramework) {
44 window.initNonKhronosFramework(false);
45 }
46
47 if (window.internals)
48 window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
49
50 debug("Checks that a texture that is not -texture-complete- does not draw if"+
51 " filtering needs mips");
52 debug("");
53
54 var canvas2d = document.getElementById("canvas2d");
55 var ctx2d = canvas2d.getContext("2d");
56 ctx2d.fillStyle = "rgba(0,192,128,255)";
57 ctx2d.fillRect(0, 0, 16, 16);
58
59 gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
60 [ 0, 0, 0, 1 ], 1);
61
62 gl.disable(gl.DEPTH_TEST);
63 gl.disable(gl.BLEND);
64
65 var vertexObject = gl.createBuffer();
66 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
67 gl.bufferData(gl.ARRAY_BUFFER,
68 new Float32Array([ -1,1,0, 1,1,0, -1,-1,0,
69 -1,-1,0, 1,1,0, 1,-1,0 ]),
70 gl.STATIC_DRAW);
71 gl.enableVertexAttribArray(0);
72 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
73
74 var vertexObject = gl.createBuffer();
75 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
76 gl.bufferData(gl.ARRAY_BUFFER,
77 new Float32Array([ 0,0, 1,0, 0,1,
78 0,1, 1,0, 1,1 ]),
79 gl.STATIC_DRAW);
80 gl.enableVertexAttribArray(1);
81 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
82
83 var tex = gl.createTexture();
84 gl.bindTexture(gl.TEXTURE_2D, tex);
85 // 16x16 texture no mips
86 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
87
88 var loc = gl.getUniformLocation(gl.program, "tex");
89 gl.uniform1i(loc, 0);
90
91 checkBuffer(0,0,0,255,
92 "texture that is not -texture-complete- when " +
93 "TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255");
94
95 function checkBuffer(r, g, b, a, msg) {
96 gl.clearColor(1,1,1,1);
97 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
98 gl.drawArrays(gl.TRIANGLES, 0, 6);
99 gl.flush();
100 var buf = new Uint8Array(4 * 4 * 4);
101 gl.readPixels(0, 0, 4, 4, gl.RGBA, gl.UNSIGNED_BYTE, buf);
102 for (var i = 0; i < 4 * 4; ++i) {
103 var offset = i * 4;
104 if (buf[offset + 0] != r ||
105 buf[offset + 1] != g ||
106 buf[offset + 2] != b ||
107 buf[offset + 3] != a) {
108 debug('expected: ' + r + ', ' + g + ', ' + b + ', ' + a +
109 ' was: ' +
110 buf[offset + 0] + ', ' +
111 buf[offset + 1] + ', ' +
112 buf[offset + 2] + ', ' +
113 buf[offset + 3]);
114 testFailed(msg);
115 return;
116 }
117 }
118 testPassed(msg);
119 }
120 }
121
122 init();
123 </script>
124
125
126 </body>
127 </html>
128
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