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Side by Side Diff: conformance/textures/tex-image-and-sub-image-2d-with-image.html

Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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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 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
11 <script src="../../resources/js-test-pre.js"></script>
12 <script src="../resources/webgl-test.js"></script>
13 <script src="../resources/webgl-test-utils.js"></script>
14 <script>
15 var wtu = WebGLTestUtils;
16 var gl = null;
17 var textureLoc = null;
18 var successfullyParsed = false;
19 var imgCanvas;
20
21 function init()
22 {
23 if (window.initNonKhronosFramework) {
24 window.initNonKhronosFramework(true);
25 }
26
27 description('Verify texImage2D and texSubImage2D code paths taking Images');
28
29 var canvas = document.getElementById("example");
30 gl = wtu.create3DContext(canvas);
31 var program = wtu.setupTexturedQuad(gl);
32
33 gl.clearColor(0,0,0,1);
34 gl.clearDepth(1);
35
36 textureLoc = gl.getUniformLocation(program, "tex");
37
38 wtu.loadTexture(gl, "../resources/red-green.png", runTest);
39 }
40
41 // These two declarations need to be global for "shouldBe" to see them
42 var buf = null;
43 var idx = 0;
44 var pixel = [0, 0, 0];
45 var correctColor = null;
46
47 function runOneIteration(image, useTexSubImage2D, flipY, topColor, bottomColor)
48 {
49 debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
50 ' with flipY=' + flipY);
51 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
52 // Disable any writes to the alpha channel
53 gl.colorMask(1, 1, 1, 0);
54 var texture = gl.createTexture();
55 // Bind the texture to texture unit 0
56 gl.bindTexture(gl.TEXTURE_2D, texture);
57 // Set up texture parameters
58 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
59 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
60 // Set up pixel store parameters
61 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
62 gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
63 gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
64 // Upload the image into the texture
65 if (useTexSubImage2D) {
66 // Initialize the texture to black first
67 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0,
68 gl.RGBA, gl.UNSIGNED_BYTE, null);
69 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, imag e);
70 } else {
71 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imag e);
72 }
73
74 // Point the uniform sampler to texture unit 0
75 gl.uniform1i(textureLoc, 0);
76 // Draw the triangles
77 wtu.drawQuad(gl, [0, 0, 0, 255]);
78 // Check a few pixels near the top and bottom and make sure they have
79 // the right color.
80 debug("Checking lower left corner");
81 wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor,
82 "shouldBe " + bottomColor);
83 debug("Checking upper left corner");
84 wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor,
85 "shouldBe " + topColor);
86 }
87
88 function runTestOnImage(image) {
89 var red = [255, 0, 0];
90 var green = [0, 255, 0];
91 runOneIteration(image, false, true, red, green);
92 runOneIteration(image, false, false, green, red);
93 runOneIteration(image, true, true, red, green);
94 runOneIteration(image, true, false, green, red);
95 }
96
97 function runTest(image)
98 {
99 runTestOnImage(image);
100
101 imgCanvas = document.createElement("canvas");
102 imgCanvas.width = 1;
103 imgCanvas.height = 2;
104 var imgCtx = imgCanvas.getContext("2d");
105 imgCtx.drawImage(image, 0, 0);
106
107 // apparently Image is different than <img>.
108 var newImage = new Image();
109 newImage.onload = function() {
110 runTest2(newImage);
111 };
112 newImage.src = imgCanvas.toDataURL();
113 }
114
115 function runTest2(image) {
116 runTestOnImage(image);
117
118 var newImage = document.createElement("img");
119 newImage.onload = function() {
120 runTest3(newImage);
121 };
122 newImage.src = imgCanvas.toDataURL();
123 }
124
125 function runTest3(image) {
126 runTestOnImage(image);
127
128 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
129 finishTest();
130 }
131
132 </script>
133 </head>
134 <body onload="init()">
135 <canvas id="example" width="32px" height="32px"></canvas>
136 <div id="description"></div>
137 <div id="console"></div>
138 </body>
139 </html>
140
141
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