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+<!-- |
+ |
+/* |
+** Copyright (c) 2012 The Khronos Group Inc. |
+** |
+** Permission is hereby granted, free of charge, to any person obtaining a |
+** copy of this software and/or associated documentation files (the |
+** "Materials"), to deal in the Materials without restriction, including |
+** without limitation the rights to use, copy, modify, merge, publish, |
+** distribute, sublicense, and/or sell copies of the Materials, and to |
+** permit persons to whom the Materials are furnished to do so, subject to |
+** the following conditions: |
+** |
+** The above copyright notice and this permission notice shall be included |
+** in all copies or substantial portions of the Materials. |
+** |
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
+*/ |
+ |
+--> |
+ |
+<!DOCTYPE html> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<title>WebGL the max advertized texture size is supported.</title> |
+<link rel="stylesheet" href="../../resources/js-test-style.css"/> |
+<script src="../../resources/js-test-pre.js"></script> |
+<script src="../resources/webgl-test.js"> </script> |
+<script src="../resources/webgl-test-utils.js"> </script> |
+</head> |
+<body> |
+<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script id="vshader" type="x-shader/x-vertex"> |
+attribute vec4 vPosition; |
+attribute vec2 texCoord0; |
+varying vec2 texCoord; |
+void main() |
+{ |
+ gl_Position = vPosition; |
+ texCoord = texCoord0; |
+} |
+</script> |
+ |
+<script id="fshader" type="x-shader/x-fragment"> |
+precision mediump float; |
+uniform samplerCube tex; |
+varying vec2 texCoord; |
+void main() |
+{ |
+ gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1))); |
+} |
+</script> |
+<script> |
+"use strict"; |
+description(document.title); |
+var wtu = WebGLTestUtils; |
+var gl = wtu.create3DContext("example"); |
+var program = wtu.setupTexturedQuad(gl); |
+ |
+function shouldBePowerOfTwo(n, name) { |
+ var power = Math.round(Math.log(n) / Math.log(2)); |
+ if (Math.pow(2, power) == n) { |
+ testPassed(name + ' is a power of two.'); |
+ } else { |
+ testFailed(name + ' should be a power of two, but was ' + n); |
+ } |
+} |
+ |
+// Note: It seems like a reasonable assuption that a 1xN texture size should |
+// work. Even 1 by 128k is only 512k |
+var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); |
+debug("advertised max size: " + maxSize); |
+debug("verifying max size is power-of-two (implied by GLES 2.0 section 3.7.1)"); |
+shouldBePowerOfTwo(maxSize, 'Max size'); |
+var testSize = Math.min(maxSize, 128 * 1024); |
+var pixels = new Uint8Array(testSize * 4); |
+for (var ii = 0; ii < testSize; ++ii) { |
+ var off = ii * 4; |
+ pixels[off + 0] = 0; |
+ pixels[off + 1] = 255; |
+ pixels[off + 2] = 128; |
+ pixels[off + 3] = 255; |
+} |
+var tex = gl.createTexture(); |
+gl.bindTexture(gl.TEXTURE_2D, tex); |
+ |
+debug("test " + testSize + "x1"); |
+gl.texImage2D( |
+ gl.TEXTURE_2D, 0, gl.RGBA, testSize, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
+ pixels); |
+gl.generateMipmap(gl.TEXTURE_2D); |
+ |
+wtu.clearAndDrawUnitQuad(gl); |
+wtu.checkCanvas(gl, [0, 255, 128, 255], |
+ "Should be 0, 255, 128, 255"); |
+debug("test 1x" + testSize); |
+gl.texImage2D( |
+ gl.TEXTURE_2D, 0, gl.RGBA, 1, testSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
+ pixels); |
+gl.generateMipmap(gl.TEXTURE_2D); |
+ |
+wtu.clearAndDrawUnitQuad(gl); |
+wtu.checkCanvas(gl, [0, 255, 128, 255], |
+ "Should be 0, 255, 128, 255"); |
+ |
+var program = wtu.setupProgram( |
+ gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]); |
+ |
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); |
+ |
+// NOTE: We can't easily test cube maps because they require width == height |
+// and we might not have enough memory for maxSize by maxSize texture. |
+ |
+var successfullyParsed = true; |
+ |
+</script> |
+<script src="../../resources/js-test-post.js"></script> |
+ |
+</body> |
+</html> |
+ |
+ |
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