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| 1 <!-- |
| 2 Copyright (c) 2011 The Chromium Authors. All rights reserved. |
| 3 Use of this source code is governed by a BSD-style license that can be |
| 4 found in the LICENSE file. |
| 5 --> |
| 6 <!DOCTYPE html> |
| 7 <html> |
| 8 <head> |
| 9 <meta charset="utf-8"> |
| 10 <title>WebGL the max advertized texture size is supported.</title> |
| 11 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| 12 <script src="../../resources/js-test-pre.js"></script> |
| 13 <script src="../resources/webgl-test.js"> </script> |
| 14 <script src="../resources/webgl-test-utils.js"> </script> |
| 15 </head> |
| 16 <body> |
| 17 <canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></c
anvas> |
| 18 <div id="description"></div> |
| 19 <div id="console"></div> |
| 20 <script id="vshader" type="x-shader/x-vertex"> |
| 21 attribute vec4 vPosition; |
| 22 attribute vec2 texCoord0; |
| 23 varying vec2 texCoord; |
| 24 void main() |
| 25 { |
| 26 gl_Position = vPosition; |
| 27 texCoord = texCoord0; |
| 28 } |
| 29 </script> |
| 30 |
| 31 <script id="fshader" type="x-shader/x-fragment"> |
| 32 precision mediump float; |
| 33 uniform samplerCube tex; |
| 34 varying vec2 texCoord; |
| 35 void main() |
| 36 { |
| 37 gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1))); |
| 38 } |
| 39 </script> |
| 40 <script> |
| 41 var wtu = WebGLTestUtils; |
| 42 var canvas = document.getElementById("example"); |
| 43 var gl = wtu.create3DContext(canvas); |
| 44 var program = wtu.setupTexturedQuad(gl); |
| 45 |
| 46 // Note: It seems like a reasonable assuption that a 1xN texture size should |
| 47 // work. Even 1 by 128k is only 512k |
| 48 var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); |
| 49 debug("advertised max size: " + maxSize); |
| 50 var testSize = Math.min(maxSize, 128 * 1024); |
| 51 var pixels = new Uint8Array(testSize * 4); |
| 52 for (var ii = 0; ii < testSize; ++ii) { |
| 53 var off = ii * 4; |
| 54 pixels[off + 0] = 0; |
| 55 pixels[off + 1] = 255; |
| 56 pixels[off + 2] = 128; |
| 57 pixels[off + 3] = 255; |
| 58 } |
| 59 var tex = gl.createTexture(); |
| 60 gl.bindTexture(gl.TEXTURE_2D, tex); |
| 61 |
| 62 debug("test " + testSize + "x1"); |
| 63 gl.texImage2D( |
| 64 gl.TEXTURE_2D, 0, gl.RGBA, testSize, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
| 65 pixels); |
| 66 gl.generateMipmap(gl.TEXTURE_2D); |
| 67 |
| 68 wtu.drawQuad(gl); |
| 69 wtu.checkCanvas(gl, [0, 255, 128, 255], |
| 70 "Should be 0, 255, 128, 255"); |
| 71 debug("test 1x" + testSize); |
| 72 gl.texImage2D( |
| 73 gl.TEXTURE_2D, 0, gl.RGBA, 1, testSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
| 74 pixels); |
| 75 gl.generateMipmap(gl.TEXTURE_2D); |
| 76 |
| 77 wtu.drawQuad(gl); |
| 78 wtu.checkCanvas(gl, [0, 255, 128, 255], |
| 79 "Should be 0, 255, 128, 255"); |
| 80 |
| 81 var program = wtu.setupProgram( |
| 82 gl, |
| 83 [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER), |
| 84 wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)], |
| 85 ['vPosition', 'texCoord0'], [0, 1]); |
| 86 |
| 87 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); |
| 88 |
| 89 // NOTE: We can't easily test cube maps because they require width == height |
| 90 // and we might not have enough memory for maxSize by maxSize texture. |
| 91 |
| 92 successfullyParsed = true; |
| 93 |
| 94 </script> |
| 95 <script src="../../resources/js-test-post.js"></script> |
| 96 |
| 97 </body> |
| 98 </html> |
| 99 |
| 100 |
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