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Unified Diff: conformance/textures/texture-npot.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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Index: conformance/textures/texture-npot.html
===================================================================
--- conformance/textures/texture-npot.html (revision 0)
+++ conformance/textures/texture-npot.html (revision 0)
@@ -0,0 +1,228 @@
+<!--
+Copyright (c) 2011 The Chromium Authors. All rights reserved.
+Use of this source code is governed by a BSD-style license that can be
+found in the LICENSE file.
+ -->
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL Non-Power of 2 texture conformance test.</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>
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("example");
+var gl = wtu.create3DContext(canvas);
+var program = wtu.setupTexturedQuad(gl);
+
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+
+var tex = gl.createTexture();
+
+// Check that an NPOT texture not on level 0 generates INVALID_VALUE
+wtu.fillTexture(gl, tex, 5, 3, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.INVALID_VALUE,
+ "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
+
+// Check that an NPOT texture on level 0 succeeds
+wtu.fillTexture(gl, tex, 5, 3, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR,
+ "gl.texImage2D with NPOT texture at level 0 should succeed");
+
+// Check that generateMipmap fails on NPOT
+gl.generateMipmap(gl.TEXTURE_2D);
+glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "gl.generateMipmap with NPOT texture should return INVALID_OPERATION");
+
+var loc = gl.getUniformLocation(program, "tex");
+gl.uniform1i(loc, 0);
+
+// Check that nothing is drawn if filtering is not correct for NPOT
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
+
+wtu.drawQuad(gl);
+wtu.checkCanvas(
+ gl, [0, 0, 0, 255],
+ "NPOT texture with TEXTURE_WRAP set to REPEAT should draw with 0,0,0,255");
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
+
+wtu.drawQuad(gl);
+wtu.checkCanvas(
+ gl, [0, 0, 0, 255],
+ "NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255");
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
+
+wtu.drawQuad(gl);
+wtu.checkCanvas(
+ gl, [0, 192, 128, 255],
+ "NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw.");
+
+gl.copyTexImage2D(gl.TEXTURE_2D, 1, gl.RGBA, 0, 0, 5, 3, 0);
+glErrorShouldBe(gl, gl.INVALID_VALUE,
+ "copyTexImage2D with NPOT texture with level > 0 should return INVALID_VALUE.");
+
+// Check that generateMipmap for an POT texture succeeds
+wtu.fillTexture(gl, tex, 4, 4, [0, 192, 128, 255]);
+gl.generateMipmap(gl.TEXTURE_2D);
+glErrorShouldBe(gl, gl.NO_ERROR,
+ "gl.texImage2D and gl.generateMipmap with POT texture at level 0 should succeed");
+
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
+
+wtu.drawQuad(gl);
+wtu.checkCanvas(
+ gl, [0, 192, 128, 255],
+ "POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw.");
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+
+debug("");
+debug("check using cubemap");
+var program = wtu.setupProgram(
+ gl,
+ [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
+ wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
+ ['vPosition', 'texCoord0'], [0, 1]);
+var tex = gl.createTexture();
+
+// Check that an NPOT texture not on level 0 generates INVALID_VALUE
+fillCubeTexture(gl, tex, 5, 3, [0, 192, 128, 255], 1);
+glErrorShouldBe(gl, gl.INVALID_VALUE,
+ "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
+
+// Check that an NPOT texture on level 0 succeeds
+fillCubeTexture(gl, tex, 5, 5, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR,
+ "gl.texImage2D with NPOT texture at level 0 should succeed");
+
+// Check that generateMipmap fails on NPOT
+gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
+glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "gl.generateMipmap with NPOT texture should return INVALID_OPERATION");
+
+var loc = gl.getUniformLocation(program, "tex");
+gl.uniform1i(loc, 0);
+
+// Check that nothing is drawn if filtering is not correct for NPOT
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.REPEAT);
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.REPEAT);
+
+wtu.drawQuad(gl);
+wtu.checkCanvas(
+ gl, [0, 0, 0, 255],
+ "NPOT cubemap with TEXTURE_WRAP set to REPEAT should draw with 0,0,0,255");
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
+
+wtu.drawQuad(gl);
+wtu.checkCanvas(
+ gl, [0, 0, 0, 255],
+ "NPOT cubemap with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255");
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
+
+wtu.drawQuad(gl);
+wtu.checkCanvas(
+ gl, [0, 192, 128, 255],
+ "NPOT cubemap with TEXTURE_MIN_FILTER set to LINEAR should draw.");
+
+// Check that an POT texture on level 0 succeeds
+fillCubeTexture(gl, tex, 4, 4, [0, 192, 128, 255]);
+glErrorShouldBe(gl, gl.NO_ERROR,
+ "gl.texImage2D with POT texture at level 0 should succeed");
+
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.REPEAT);
+gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.REPEAT);
+
+wtu.drawQuad(gl);
+wtu.checkCanvas(
+ gl, [0, 0, 0, 255],
+ "POT cubemap with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR but no mips draw with 0,0,0,255");
+
+// Check that generateMipmap succeeds on POT
+gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
+glErrorShouldBe(gl, gl.NO_ERROR,
+ "gl.generateMipmap with POT texture should return succeed");
+
+wtu.drawQuad(gl);
+wtu.checkCanvas(
+ gl, [0, 192, 128, 255],
+ "POT cubemap with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw.");
+
+successfullyParsed = true;
+
+function fillCubeTexture(gl, tex, width, height, color, opt_level) {
+ opt_level = opt_level || 0;
+ var canvas = document.createElement('canvas');
+ canvas.width = width;
+ canvas.height = height;
+ var ctx2d = canvas.getContext('2d');
+ ctx2d.fillStyle = "rgba(" + color[0] + "," + color[1] + "," + color[2] + "," + color[3] + ")";
+ ctx2d.fillRect(0, 0, width, height);
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
+ var targets = [
+ gl.TEXTURE_CUBE_MAP_POSITIVE_X,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
+ for (var tt = 0; tt < targets.length; ++tt) {
+ gl.texImage2D(
+ targets[tt], opt_level, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
+ }
+};
+
+</script>
+<script src="../../resources/js-test-post.js"></script>
+
+</body>
+</html>
+
Property changes on: conformance/textures/texture-npot.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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