mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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306 lines
9.3 KiB
HTML
306 lines
9.3 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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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>WebGL Texture Format Conformance Tests</title>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
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<script src="../../debug/webgl-debug.js" type="text/javascript"></script>
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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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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<canvas id="canvas2d" width="2" height="2" style="width: 50px; height: 50px; border: 1px solid black;"></canvas>
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<canvas id="canvas" width="2" height="2" style="width: 100px; height:100px; border: 1px solid black;"> </canvas>
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec4 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 = vPosition;
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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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description("This test ensures WebGL implementations allow the OpenGL ES 2.0 texture formats and do not allow DesktopGL texture formats.");
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debug("");
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debug("Canvas.getContext");
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var gl = create3DContext(document.getElementById("canvas"));
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if (!gl) {
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testFailed("context does not exist");
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} else {
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testPassed("context exists");
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WebGLDebugUtils.init(gl);
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debug("");
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debug("Checking texture formats.");
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function createTexture(internalFormat, format, opt_border) {
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var border = (opt_border === undefined) ? 0 : opt_border;
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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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internalFormat, // internalFormat
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16, // width
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16, // height
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border, // border
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format, // format
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gl.UNSIGNED_BYTE, // type
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null); // data
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}
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function testValidFormat(internalFormat, formatName) {
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createTexture(internalFormat, internalFormat);
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assertMsg(gl.getError() == gl.NO_ERROR,
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"was able to create texture of " + formatName);
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}
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function testInvalidFormat(internalFormat, formatName) {
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createTexture(internalFormat, gl.RGBA);
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var err = gl.getError();
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if (err == gl.NO_ERROR) {
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testFailed("should NOT be able to create texture of type " + formatName);
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} else if (err == gl.INVALID_OPERATION) {
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testFailed("should return gl.INVALID_OPERATION for type " + formatName);
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} else if (err == gl.INVALID_ENUM) {
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testPassed("not able to create invalid format: " + formatName);
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}
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}
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var invalidEnums = [
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'1',
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'2',
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'3',
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'4',
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'RGB4',
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'RGB5',
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'RGB8',
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'RGB10',
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'RGB12',
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'RGB16',
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'RGBA2',
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'RGBA4',
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'RGB5_A1',
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'RGBA8',
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'RGB10_A2',
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'RGBA12',
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'RGBA16',
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'BGR',
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'BGRA',
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'ALPHA4_EXT',
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'ALPHA8_EXT',
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'ALPHA12_EXT',
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'ALPHA16_EXT',
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'COMPRESSED_ALPHA',
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'COMPRESSED_LUMINANCE',
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'COMPRESSED_LUMINANCE_ALPHA',
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'COMPRESSED_INTENSITY',
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'COMPRESSED_RGB',
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'COMPRESSED_RGBA',
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'DEPTH_COMPONENT16',
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'DEPTH_COMPONENT24',
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'DEPTH_COMPONENT32',
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'LUMINANCE4_EXT',
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'LUMINANCE8_EXT',
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'LUMINANCE12_EXT',
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'LUMINANCE16_EXT',
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'LUMINANCE4_ALPHA4_EXT',
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'LUMINANCE6_ALPHA2_EXT',
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'LUMINANCE8_ALPHA8_EXT',
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'LUMINANCE12_ALPHA4_EXT',
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'LUMINANCE12_ALPHA12_EXT',
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'LUMINANCE16_ALPHA16_EXT',
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'INTENSITY_EXT',
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'INTENSITY4_EXT',
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'INTENSITY8_EXT',
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'INTENSITY12_EXT',
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'INTENSITY16_EXT',
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'RGB4_EXT',
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'RGB5_EXT',
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'RGB8_EXT',
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'RGB10_EXT',
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'RGB12_EXT',
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'RGB16_EXT',
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'RGBA2_EXT',
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'RGBA4_EXT',
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'RGB5_A1_EXT',
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'RGBA8_EXT',
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'RGB10_A2_EXT',
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'RGBA12_EXT',
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'RGBA16_EXT',
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'SLUMINANCE_EXT',
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'SLUMINANCE8_EXT',
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'SLUMINANCE_ALPHA_EXT',
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'SLUMINANCE8_ALPHA8_EXT',
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'SRGB_EXT',
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'SRGB8_EXT',
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'SRGB_ALPHA_EXT',
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'SRGB8_ALPHA8'
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];
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for (var ii = 0; ii < invalidEnums.length; ++ii) {
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var formatName = invalidEnums[ii]
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if (desktopGL[formatName] === undefined) {
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debug("bad format" + formatName)
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} else {
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testInvalidFormat(desktopGL[formatName], "GL_" + formatName);
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}
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}
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var validEnums = [
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'ALPHA',
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'RGB',
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'RGBA',
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'LUMINANCE',
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'LUMINANCE_ALPHA'
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];
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for (var ii = 0; ii < validEnums.length; ++ii) {
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var formatName = validEnums[ii]
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testValidFormat(gl[formatName], "gl." + formatName);
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}
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debug("");
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debug("checking non 0 border parameter to gl.TexImage2D");
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createTexture(gl['RGBA'], gl['RGBA'], 1);
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assertMsg(gl.getError() == gl.INVALID_VALUE,
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"non 0 border to gl.TexImage2D should return INVALID_VALUE");
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function checkTypes() {
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gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1);
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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(gl.ARRAY_BUFFER, 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(gl.ARRAY_BUFFER, new WebGLFloatArray([ 0,0, 1,0, 0,1,
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0,1, 1,0, 1,1
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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 tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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var loc = gl.getUniformLocation(gl.program, "tex");
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gl.uniform1i(loc, 0);
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function checkType(r, g, b, a, type, format, buf) {
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var typeName = WebGLDebugUtils.glEnumToString(type);
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debug("");
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debug("checking gl.texImage2D with type: " + typeName);
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// Check that an NPOT texture not on level 0 generates INVALID_VALUE
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gl.texImage2D(gl.TEXTURE_2D,
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0, // level
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format, // internalFormat
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2, // width
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2, // height
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0, // border
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format, // format
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type, // type
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buf); // data
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assertMsg(gl.getError() == gl.NO_ERROR,
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"gl.texImage2D with " + typeName + " should generate NO_ERROR");
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checkBuffer(r,g,b,a, "texture type " + typeName + " should draw with " +
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r + ", " + g + ", " + b + ", " + a);
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function checkBuffer(r, g, b, a, msg) {
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gl.clearColor(1,0,0,1);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.flush();
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var buf = gl.readPixels(0, 0, 2, 2, gl.RGBA, gl.UNSIGNED_BYTE);
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for (var i = 0; i < 2 * 2; ++i) {
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var offset = i * 4;
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if (buf[offset + 0] != r ||
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buf[offset + 1] != g ||
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buf[offset + 2] != b ||
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buf[offset + 3] != a) {
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debug('expected:' + r + ', ' + g + ', ' + b + ', ' + a +
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' was: ' +
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buf[offset + 0] + ', ' +
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buf[offset + 1] + ', ' +
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buf[offset + 2] + ', ' +
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buf[offset + 3]);
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testFailed(msg);
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return;
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}
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}
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testPassed(msg);
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}
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}
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checkType(0, 255, 0, 255, gl.UNSIGNED_BYTE, gl.RGBA,
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new WebGLUnsignedByteArray([
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0, 255, 0, 255,
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0, 255, 0, 255,
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0, 255, 0, 255,
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0, 255, 0, 255]));
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checkType(0, 0, 255, 255, gl.UNSIGNED_SHORT_4_4_4_4, gl.RGBA,
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new WebGLUnsignedShortArray([
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255, 255,
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255, 255,
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255, 255,
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255, 255]));
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checkType(0, 255, 0, 255, gl.UNSIGNED_SHORT_5_6_5, gl.RGB,
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new WebGLUnsignedShortArray([
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2016, 2016,
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2016, 2016,
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2016, 2016,
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2016, 2016]));
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checkType(0, 0, 255, 255, gl.UNSIGNED_SHORT_5_5_5_1, gl.RGBA,
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new WebGLUnsignedShortArray([
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63, 63,
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63, 63,
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63, 63,
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63, 63]));
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}
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checkTypes();
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}
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debug("");
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successfullyParsed = true;
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</script>
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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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