gecko/content/canvas/test/webgl/conformance/texture-complete.html

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<!--
Copyright (c) 2009 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 PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<title>WebGL "Texture Complete" texture 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="40" height="40" style="width: 40px; height: 40px;"></canvas>
<canvas id="canvas2d" width="16" height="16" style="width: 40px; height: 40px;"></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">
uniform sampler2D tex;
varying vec2 texCoord;
void main()
{
gl_FragColor = texture2D(tex, texCoord);
}
</script>
<script>
function init()
{
if (window.layoutTestController) {
layoutTestController.overridePreference("WebKitWebGLEnabled", "1");
layoutTestController.dumpAsText();
}
debug("Checks that a texture that is not -texture-complete- does not draw if"+
" filtering needs mips");
debug("");
var canvas2d = document.getElementById("canvas2d");
var ctx2d = canvas2d.getContext("2d");
ctx2d.fillStyle = "rgba(0,192,128,255)";
ctx2d.fillRect(0, 0, 16, 16);
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 WebGLFloatArray([ -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 WebGLFloatArray([ 0,0, 1,0, 0,1,
0,1, 1,0, 1,1
]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
// 16x16 texture no mips
gl.texImage2D(gl.TEXTURE_2D,
0, // level
canvas2d);
var loc = gl.getUniformLocation(gl.program, "tex");
gl.uniform1i(loc, 0);
checkBuffer(0,0,0,1,
"texture that is not -texture-complete- when " +
"TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,1");
function checkBuffer(r, g, b, a, msg) {
gl.clearColor(1,1,1,1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.flush();
var buf = gl.readPixels(0, 0, 4, 4, gl.RGBA, gl.UNSIGNED_BYTE);
for (var i = 0; i < 4 * 4; ++i) {
var offset = i * 4;
if (buf[offset + 0] != r ||
buf[offset + 1] != g ||
buf[offset + 2] != b ||
buf[offset + 3] != a) {
debug('expected: ' + r + ', ' + g + ', ' + b + ', ' + a +
' was: ' +
buf[offset + 0] + ', ' +
buf[offset + 1] + ', ' +
buf[offset + 2] + ', ' +
buf[offset + 3]);
testFailed(msg);
return;
}
}
testPassed(msg);
}
}
init();
successfullyParsed = true;
</script>
</body>
<script src="../resources/js-test-post.js"></script>
<script>
</script>
</body>
</html>