Index: conformance/limits/gl-max-texture-dimensions.html |
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--- 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 |