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| 1 <!-- | |
| 2 Copyright (c) 2011 The Chromium Authors. All rights reserved. | |
| 3 Use of this source code is governed by a BSD-style license that can be | |
| 4 found in the LICENSE file. | |
| 5 --> | |
| 6 <!DOCTYPE html> | |
| 7 <html> | |
| 8 <head> | |
| 9 <meta charset="utf-8"> | |
| 10 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
| 11 <script src="../resources/js-test-pre.js"></script> | |
| 12 <script src="resources/webgl-test.js"></script> | |
| 13 <script src="resources/webgl-test-utils.js"></script> | |
| 14 <script id="fshader" type="x-shader/x-fragment"> | |
| 15 precision mediump float; | |
| 16 | |
| 17 uniform sampler2D tex; | |
| 18 varying vec2 texCoord; | |
| 19 | |
| 20 void main() | |
| 21 { | |
| 22 float intensity = texture2D(tex, texCoord).a; | |
| 23 gl_FragColor = vec4(intensity, intensity, intensity, 1.0); | |
| 24 } | |
| 25 </script> | |
| 26 | |
| 27 </head> | |
| 28 <body> | |
| 29 <canvas id="example" width="256px" height="1px"></canvas> | |
| 30 <div id="description"></div> | |
| 31 <div id="console"></div> | |
| 32 <script> | |
| 33 description('Tests texSubImage2D upload path from Uint8Array'); | |
| 34 | |
| 35 var wtu = WebGLTestUtils; | |
| 36 var canvas = document.getElementById("example"); | |
| 37 var gl = wtu.create3DContext(canvas); | |
| 38 var program = wtu.setupProgram( | |
| 39 gl, | |
| 40 [wtu.setupSimpleTextureVertexShader(gl), | |
| 41 wtu.loadShaderFromScript(gl, "fshader")], | |
| 42 ['vPosition', 'texCoord0']); | |
| 43 wtu.setupUnitQuad(gl); | |
| 44 var textureWidth = 256; | |
| 45 var textureHeight = 1; | |
| 46 | |
| 47 textureLoc = gl.getUniformLocation(program, "tex"); | |
| 48 | |
| 49 var texture = gl.createTexture(); | |
| 50 gl.bindTexture(gl.TEXTURE_2D, texture); | |
| 51 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
| 52 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
| 53 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
| 54 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
| 55 // Allocate the texture object | |
| 56 gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALP
HA, gl.UNSIGNED_BYTE, null); | |
| 57 // Prepare the image data | |
| 58 var array = new Uint8Array(textureWidth); | |
| 59 for (var i = 0; i < textureWidth; i++) | |
| 60 array[i] = i; | |
| 61 // Fill the texture object with data -- this is actually the code path being tes
ted | |
| 62 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA,
gl.UNSIGNED_BYTE, array); | |
| 63 | |
| 64 // Clear and set up | |
| 65 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| 66 gl.bindTexture(gl.TEXTURE_2D, texture); | |
| 67 gl.useProgram(program); | |
| 68 gl.uniform1i(textureLoc, 0); | |
| 69 // Draw the texture to the frame buffer | |
| 70 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
| 71 | |
| 72 // Read back the frame buffer | |
| 73 var buf = new Uint8Array(textureWidth * textureHeight * 4); | |
| 74 gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf)
; | |
| 75 | |
| 76 // Verify the frame buffer's contents | |
| 77 var passed = true; | |
| 78 for (var i = 0; i < textureWidth; i++) { | |
| 79 var val = i; | |
| 80 if (buf[4 * i + 0] != val || | |
| 81 buf[4 * i + 1] != val || | |
| 82 buf[4 * i + 2] != val) { | |
| 83 testFailed("pixel at (" + i + ", 0) was (" + | |
| 84 buf[4 * i + 0] + ", " + | |
| 85 buf[4 * i + 1] + ", " + | |
| 86 buf[4 * i + 2] + "), should be (" + | |
| 87 val + ", " + val + ", " + val + ")"); | |
| 88 passed = false; | |
| 89 break; | |
| 90 } | |
| 91 } | |
| 92 | |
| 93 if (passed) | |
| 94 testPassed(""); | |
| 95 | |
| 96 successfullyParsed = true; | |
| 97 </script> | |
| 98 <script src="../resources/js-test-post.js"></script> | |
| 99 </body> | |
| 100 </html> | |
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