Index: conformance/textures/tex-sub-image-2d.html |
=================================================================== |
--- conformance/textures/tex-sub-image-2d.html (revision 0) |
+++ conformance/textures/tex-sub-image-2d.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"> |
+<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> |
+<script id="fshader" type="x-shader/x-fragment"> |
+precision mediump float; |
+ |
+uniform sampler2D tex; |
+varying vec2 texCoord; |
+ |
+void main() |
+{ |
+ float intensity = texture2D(tex, texCoord).a; |
+ gl_FragColor = vec4(intensity, intensity, intensity, 1.0); |
+} |
+</script> |
+ |
+</head> |
+<body> |
+<canvas id="example" width="256px" height="1px"></canvas> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script> |
+description('Tests texSubImage2D upload path from Uint8Array'); |
+ |
+var wtu = WebGLTestUtils; |
+var canvas = document.getElementById("example"); |
+var gl = wtu.create3DContext(canvas); |
+var program = wtu.setupProgram( |
+ gl, |
+ [wtu.setupSimpleTextureVertexShader(gl), |
+ wtu.loadShaderFromScript(gl, "fshader")], |
+ ['vPosition', 'texCoord0']); |
+wtu.setupUnitQuad(gl); |
+var textureWidth = 256; |
+var textureHeight = 1; |
+ |
+textureLoc = gl.getUniformLocation(program, "tex"); |
+ |
+var texture = gl.createTexture(); |
+gl.bindTexture(gl.TEXTURE_2D, texture); |
+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); |
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
+// Allocate the texture object |
+gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null); |
+// Prepare the image data |
+var array = new Uint8Array(textureWidth); |
+for (var i = 0; i < textureWidth; i++) |
+ array[i] = i; |
+// Fill the texture object with data -- this is actually the code path being tested |
+gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA, gl.UNSIGNED_BYTE, array); |
+ |
+// Clear and set up |
+gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+gl.bindTexture(gl.TEXTURE_2D, texture); |
+gl.useProgram(program); |
+gl.uniform1i(textureLoc, 0); |
+// Draw the texture to the frame buffer |
+gl.drawArrays(gl.TRIANGLES, 0, 6); |
+ |
+// Read back the frame buffer |
+var buf = new Uint8Array(textureWidth * textureHeight * 4); |
+gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
+ |
+// Verify the frame buffer's contents |
+var passed = true; |
+for (var i = 0; i < textureWidth; i++) { |
+ var val = i; |
+ if (buf[4 * i + 0] != val || |
+ buf[4 * i + 1] != val || |
+ buf[4 * i + 2] != val) { |
+ testFailed("pixel at (" + i + ", 0) was (" + |
+ buf[4 * i + 0] + ", " + |
+ buf[4 * i + 1] + ", " + |
+ buf[4 * i + 2] + "), should be (" + |
+ val + ", " + val + ", " + val + ")"); |
+ passed = false; |
+ break; |
+ } |
+} |
+ |
+if (passed) |
+ testPassed(""); |
+ |
+successfullyParsed = true; |
+</script> |
+<script src="../../resources/js-test-post.js"></script> |
+</body> |
+</html> |
Property changes on: conformance/textures/tex-sub-image-2d.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |