mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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191 lines
6.2 KiB
HTML
191 lines
6.2 KiB
HTML
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<!--
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Copyright (c) 2009 The Chromium Authors. All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the following disclaimer
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in the documentation and/or other materials provided with the
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distribution.
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* Neither the name of Google Inc. nor the names of its
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contributors may be used to endorse or promote products derived from
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this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-->
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<html>
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<head>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/js-test-pre.js"></script>
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<script src="resources/webgl-test.js"></script>
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<script src="resources/utils3d.js"> </script>
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec3 g_Position;
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attribute vec2 g_TexCoord0;
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varying vec2 texCoord;
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void main()
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{
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gl_Position = vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);
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texCoord = g_TexCoord0;
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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uniform sampler2D tex;
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varying vec2 texCoord;
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void main()
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{
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gl_FragColor = texture2D(tex, texCoord);
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}
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</script>
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<script>
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var gl = null;
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var textureLoc = null;
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var successfullyParsed = false;
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function init()
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{
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if (window.layoutTestController) {
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layoutTestController.overridePreference("WebKitWebGLEnabled", "1");
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layoutTestController.dumpAsText();
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layoutTestController.waitUntilDone();
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}
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description('Regression test for <a href="https://bugs.webkit.org/show_bug.cgi?id=32888">https://bugs.webkit.org/show_bug.cgi?id=32888</a> : <code>Garbage in transparent regions of images uploaded as textures</code>');
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gl = initWebGL("example", "vshader", "fshader", [ "g_Position", "g_TexCoord0" ], [ 0, 0, 0, 1 ], 1);
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gl.viewport(0, 0, 32, 32);
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textureLoc = gl.getUniformLocation(gl.program, "tex");
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var vertices = new WebGLFloatArray([
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1.0, 1.0, 0.0,
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-1.0, 1.0, 0.0,
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-1.0, -1.0, 0.0,
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1.0, 1.0, 0.0,
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-1.0, -1.0, 0.0,
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1.0, -1.0, 0.0]);
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// The input texture has 8 characters; take the leftmost one
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var coeff = 1.0 / 8.0;
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var texCoords = new WebGLFloatArray([
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coeff, 1.0,
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0.0, 1.0,
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0.0, 0.0,
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coeff, 1.0,
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0.0, 0.0,
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coeff, 0.0]);
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var texCoordOffset = vertices.byteLength;
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var vbo = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.bufferData(gl.ARRAY_BUFFER,
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texCoordOffset + texCoords.byteLength,
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gl.STATIC_DRAW);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
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gl.bufferSubData(gl.ARRAY_BUFFER, texCoordOffset, texCoords);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(1);
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gl.vertexAttribPointer(1, 2, gl.FLOAT, gl.FALSE, 0, texCoordOffset);
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texture = loadTexture("resources/bug-32888-texture.png");
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}
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function loadTexture(src) {
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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var image = new Image();
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image.onload = function() {
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, image, true);
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runTest();
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};
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image.src = src;
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return texture;
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}
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// These two declarations need to be global for "shouldBe" to see them
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var buf = null;
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var idx = 0;
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function runTest()
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{
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Bind the texture to texture unit 0
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// Point the uniform sampler to texture unit 0
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gl.uniform1i(textureLoc, 0);
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// Draw the triangles
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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// Read back the rendering results
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var width = 32;
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var height = 32;
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buf = gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE);
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// Spot check a couple of 2x2 regions in the upper and lower left
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// corners; they should be the background color rather than
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// garbage
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var queryWidth = 2;
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var queryHeight = 2;
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debug("Checking lower left corner");
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var xoff = 1;
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var yoff = height - 3;
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for (var y = 0; y < queryHeight; y++) {
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for (var x = 0; x < queryWidth; x++) {
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idx = ((yoff + y) * width * 4 +
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(xoff + x) * 4);
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shouldBe("buf[idx] == 0 && buf[idx + 1] == 0 && buf[idx + 2] == 0", "true");
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}
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}
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debug("Checking upper left corner");
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yoff = 1;
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for (var y = 0; y < queryHeight; y++) {
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for (var x = 0; x < queryWidth; x++) {
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idx = ((yoff + y) * width * 4 +
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(xoff + x) * 4);
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shouldBe("buf[idx] == 0 && buf[idx + 1] == 0 && buf[idx + 2] == 0", "true");
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}
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}
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successfullyParsed = true;
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var epilogue = document.createElement("script");
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epilogue.onload = finish;
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epilogue.src = "../resources/js-test-post.js";
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document.body.appendChild(epilogue);
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}
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function finish() {
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if (window.layoutTestController) {
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layoutTestController.notifyDone();
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}
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}
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</script>
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</head>
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<body onload="init()">
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<canvas id="example" width="32px" height="32px"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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</body>
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</html>
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