mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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194 lines
5.5 KiB
HTML
194 lines
5.5 KiB
HTML
<!--
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Copyright (c) 2009 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<title>WebGL TexParameter conformance test.</title>
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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="../../debug/webgl-debug.js"> </script>
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</head>
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<body>
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<canvas id="example" width="24" height="24"></canvas>
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<canvas id="canvas2d" width="2" height="2"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="x-shader/x-vertex">
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uniform mat4 world;
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attribute vec3 vPosition;
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attribute vec2 texCoord0;
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varying vec2 texCoord;
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void main()
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{
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gl_Position = world * vec4(vPosition, 1);
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texCoord = 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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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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}
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debug("Tests TexParameter works as expected");
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debug("");
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var canvas2d = document.getElementById("canvas2d");
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var ctx2d = canvas2d.getContext("2d");
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gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
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[ 0, 0, 0, 1 ], 1);
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gl = WebGLDebugUtils.makeDebugContext(gl);
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.BLEND);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new WebGLFloatArray([-1, 1,0, 1,1,0, -1,-1,0,
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-1,-1,0, 1,1,0, 1,-1,0]),
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gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new WebGLFloatArray([ -2.5,-2.5, 3.5,-2.5, -2.5,3.5,
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-2.5,3.5, 3.5,-2.5, 3.5,3.5]),
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gl.STATIC_DRAW);
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gl.enableVertexAttribArray(1);
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gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
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var colors = [
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[0,255,128,255],
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[128,64,255,255],
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[192,255,64,255],
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[200,0,255,255]];
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var texParam = [
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gl.REPEAT,
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gl.CLAMP_TO_EDGE,
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gl.MIRRORED_REPEAT,
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gl.REPEAT];
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// Make textures setting the texture parameters differently each time..
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// This verifies both that the render correct AND that texture parameters
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// are associated with the textures, not with the texture-units.
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var textures = [];
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for (var ii = 0; ii < colors.length; ++ii) {
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var c = colors[ii];
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ctx2d.fillStyle =
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"rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
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ctx2d.fillRect(0, 0, 1, 1);
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texImage2D(gl.TEXTURE_2D,
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0, // level
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canvas2d); // internalFormat
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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_WRAP_S, texParam[ii]);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, texParam[ii]);
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textures[ii] = tex;
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}
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var textureLoc = gl.getUniformLocation(gl.program, "tex");
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var worldLoc = gl.getUniformLocation(gl.program, "world");
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gl.clearColor(1,1,1,1);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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for (var ii = 0; ii < colors.length; ++ii) {
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var x = ii % 2;
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var y = Math.floor(ii / 2);
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gl.bindTexture(gl.TEXTURE_2D, textures[ii]);
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gl.uniformMatrix4fv(
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worldLoc, false,
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[0.5, 0, 0, 0,
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0, 0.5, 0, 0,
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0, 0, 1, 0,
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-0.5 + x, -0.5 + y, 0, 1]);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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var buf = gl.readPixels(0, 0, 24, 24, gl.RGBA, gl.UNSIGNED_BYTE);
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var passed = true;
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for (var ii = 0; ii < colors.length; ++ii) {
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var x = ii % 2;
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var y = Math.floor(ii / 2);
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var c = colors[ii];
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for (var yy = 0; yy < 12; ++yy) {
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for (var xx = 0; xx < 12; ++xx) {
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var ec = [0,0,0,0];
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switch (texParam[ii]) {
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case gl.REPEAT:
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if (xx % 2 == 1 && yy % 2 == 0) {
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ec = c;
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}
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break;
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case gl.CLAMP_TO_EDGE:
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if (xx < 6 && yy >= 6) {
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ec = c;
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}
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break;
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case gl.MIRRORED_REPEAT:
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if (xx % 4 < 2 && yy % 4 >= 2) {
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ec = c;
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}
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break;
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}
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var off = ((y * 12 + yy) * 24 + x * 12 + xx) * 4;
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if (buf[off + 0] != ec[0] ||
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buf[off + 1] != ec[1] ||
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buf[off + 2] != ec[2] ||
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buf[off + 3] != ec[3]) {
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var msg = 'at (' + (x * 12 + xx) + ', ' + (y * 12 + yy) +
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') expected: ' +
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ec[0] + ', ' + ec[1] + ', ' + ec[2] + ', ' + ec[3] + ' found: ' +
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buf[off + 0] + ', ' +
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buf[off + 1] + ', ' +
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buf[off + 2] + ', ' +
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buf[off + 3];
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testFailed(msg);
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passed = false;
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}
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}
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}
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}
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if (passed) {
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testPassed("rendered as expected");
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}
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}
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init();
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successfullyParsed = true;
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</script>
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</body>
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<script src="../resources/js-test-post.js"></script>
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<script>
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</script>
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</body>
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</html>
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