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Unified Diff: conformance/limits/gl-max-texture-dimensions.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/limits/gl-max-texture-dimensions.html
===================================================================
--- conformance/limits/gl-max-texture-dimensions.html (revision 0)
+++ conformance/limits/gl-max-texture-dimensions.html (revision 0)
@@ -0,0 +1,100 @@
+<!--
+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 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>
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("example");
+var gl = wtu.create3DContext(canvas);
+var program = wtu.setupTexturedQuad(gl);
+
+// 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);
+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.drawQuad(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.drawQuad(gl);
+wtu.checkCanvas(gl, [0, 255, 128, 255],
+ "Should be 0, 255, 128, 255");
+
+var program = wtu.setupProgram(
+ gl,
+ [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
+ wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
+ ['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.
+
+successfullyParsed = true;
+
+</script>
+<script src="../../resources/js-test-post.js"></script>
+
+</body>
+</html>
+
+
Property changes on: conformance/limits/gl-max-texture-dimensions.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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