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Unified Diff: conformance/textures/texparameter-test.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/texparameter-test.html
===================================================================
--- conformance/textures/texparameter-test.html (revision 0)
+++ conformance/textures/texparameter-test.html (revision 0)
@@ -0,0 +1,188 @@
+<!--
+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 TexParameter 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>
+</head>
+<body>
+<canvas id="example" width="24" height="24"></canvas>
+<canvas id="canvas2d" width="2" height="2"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+uniform mat4 world;
+attribute vec3 vPosition;
+attribute vec2 texCoord0;
+varying vec2 texCoord;
+void main()
+{
+ gl_Position = world * vec4(vPosition, 1);
+ texCoord = texCoord0;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+
+uniform sampler2D tex;
+varying vec2 texCoord;
+void main()
+{
+ gl_FragColor = texture2D(tex, texCoord);
+}
+</script>
+
+<script>
+function init()
+{
+ if (window.initNonKhronosFramework) {
+ window.initNonKhronosFramework(false);
+ }
+
+ debug("Tests TexParameter works as expected");
+ debug("");
+
+ var canvas2d = document.getElementById("canvas2d");
+ var ctx2d = canvas2d.getContext("2d");
+
+ gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
+ [ 0, 0, 0, 1 ], 1);
+
+ gl.disable(gl.DEPTH_TEST);
+ gl.disable(gl.BLEND);
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array([-1, 1,0, 1,1,0, -1,-1,0,
+ -1,-1,0, 1,1,0, 1,-1,0]),
+ gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array([ -2.5,-2.5, 3.5,-2.5, -2.5,3.5,
+ -2.5,3.5, 3.5,-2.5, 3.5,3.5]),
+ gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
+
+ var colors = [
+ [0,255,128,255],
+ [128,64,255,255],
+ [192,255,64,255],
+ [200,0,255,255]];
+ var texParam = [
+ gl.REPEAT,
+ gl.CLAMP_TO_EDGE,
+ gl.MIRRORED_REPEAT,
+ gl.REPEAT];
+
+ // Make textures setting the texture parameters differently each time..
+ // This verifies both that the render correct AND that texture parameters
+ // are associated with the textures, not with the texture-units.
+ var textures = [];
+ for (var ii = 0; ii < colors.length; ++ii) {
+ var c = colors[ii];
+ ctx2d.fillStyle =
+ "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
+ ctx2d.fillRect(0, 0, 1, 1);
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, texParam[ii]);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, texParam[ii]);
+ textures[ii] = tex;
+ }
+
+ var textureLoc = gl.getUniformLocation(gl.program, "tex");
+ var worldLoc = gl.getUniformLocation(gl.program, "world");
+
+ gl.clearColor(1,1,1,1);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+ for (var ii = 0; ii < colors.length; ++ii) {
+ var x = ii % 2;
+ var y = Math.floor(ii / 2);
+ gl.bindTexture(gl.TEXTURE_2D, textures[ii]);
+ gl.uniformMatrix4fv(
+ worldLoc, false,
+ [0.5, 0, 0, 0,
+ 0, 0.5, 0, 0,
+ 0, 0, 1, 0,
+ -0.5 + x, -0.5 + y, 0, 1]);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ }
+
+ var buf = new Uint8Array(24 * 24 * 4);
+ gl.readPixels(0, 0, 24, 24, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+ var passed = true;
+ for (var ii = 0; ii < colors.length; ++ii) {
+ var x = ii % 2;
+ var y = Math.floor(ii / 2);
+ var c = colors[ii];
+ for (var yy = 0; yy < 12; ++yy) {
+ for (var xx = 0; xx < 12; ++xx) {
+ var ec = [0,0,0,0];
+ switch (texParam[ii]) {
+ case gl.REPEAT:
+ if (xx % 2 == 1 && yy % 2 == 0) {
+ ec = c;
+ }
+ break;
+ case gl.CLAMP_TO_EDGE:
+ if (xx < 6 && yy >= 6) {
+ ec = c;
+ }
+ break;
+ case gl.MIRRORED_REPEAT:
+ if (xx % 4 < 2 && yy % 4 >= 2) {
+ ec = c;
+ }
+ break;
+ }
+ var off = ((y * 12 + yy) * 24 + x * 12 + xx) * 4;
+ if (buf[off + 0] != ec[0] ||
+ buf[off + 1] != ec[1] ||
+ buf[off + 2] != ec[2] ||
+ buf[off + 3] != ec[3]) {
+ var msg = 'at (' + (x * 12 + xx) + ', ' + (y * 12 + yy) +
+ ') expected: ' +
+ ec[0] + ', ' + ec[1] + ', ' + ec[2] + ', ' + ec[3] + ' found: ' +
+ buf[off + 0] + ', ' +
+ buf[off + 1] + ', ' +
+ buf[off + 2] + ', ' +
+ buf[off + 3];
+ testFailed(msg);
+ passed = false;
+ }
+ }
+ }
+ }
+ if (passed) {
+ testPassed("rendered as expected");
+ }
+}
+
+init();
+successfullyParsed = true;
+</script>
+<script src="../../resources/js-test-post.js"></script>
+
+</body>
+</html>
+
Property changes on: conformance/textures/texparameter-test.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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