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132 lines
4.5 KiB
HTML
132 lines
4.5 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html><head>
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<!--
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Tests for the OpenGL ES 2.0 HTML Canvas context
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Copyright (C) 2009 Ilmari Heikkinen <ilmari.heikkinen@gmail.com>
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following
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conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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-->
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<meta http-equiv="content-type" content="text/html; charset=UTF-8">
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<link rel="stylesheet" type="text/css" href="../unit.css" />
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<script type="application/x-javascript" src="../unit.js"></script>
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<script type="application/x-javascript" src="../util.js"></script>
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<script type="application/x-javascript">
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Tests.startUnit = function () {
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var canvas = document.getElementById('gl');
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var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID));
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return [gl];
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}
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Tests.setup = function(gl) {
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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var texCubeMap = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap);
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return [gl]
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}
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Tests.teardown = function(gl,tex, texCubeMap) {
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
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gl.deleteTexture(tex);
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gl.deleteTexture(texCubeMap);
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}
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Tests.testTexImage2D = function(gl) {
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gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,1,1,0);
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gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,2,1,0);
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gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,1,2,0);
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gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,16,16,0);
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gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 15,15,1,1,0);
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var valid_targets = [
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gl.TEXTURE_2D,
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gl.TEXTURE_CUBE_MAP_POSITIVE_X,
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gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
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gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
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gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
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gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
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gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
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];
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valid_targets.forEach(function(t) {
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assertOk(function(){gl.copyTexImage2D(t, 0, gl.RGBA, 0,0,1,1,0);});
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});
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}
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Tests.testRoundtrip = function(gl) {
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var sh = new Filter(gl, 'identity-flip-vert', 'identity-frag');
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gl.clearColor(1.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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var buf = new Uint8Array(4);
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gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf);
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assertEquals([255,0,0,255], [buf[0], buf[1], buf[2], buf[3]]);
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// red texture
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gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,16,16,0);
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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_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.clearColor(0.0, 0.0, 1.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// blue framebuffer
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gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf);
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assertEquals([0,0,255,255], [buf[0], buf[1], buf[2], buf[3]]);
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sh.apply(); // paint it with texture
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gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf);
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assertEquals([255,0,0,255], [buf[0], buf[1], buf[2], buf[3]]);
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sh.destroy();
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}
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Tests.endUnit = function(gl) {
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}
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</script>
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<script id="identity-flip-vert" type="x-shader/x-vertex">
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attribute vec3 Vertex;
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attribute vec2 Tex;
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varying vec4 texCoord0;
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void main()
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{
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texCoord0 = vec4(Tex.s, 1.0-Tex.t, 0.0, 0.0);
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gl_Position = vec4(Vertex, 1.0);
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}
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</script>
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<script id="identity-frag" type="x-shader/x-fragment">
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform sampler2D Texture;
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varying vec4 texCoord0;
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void main()
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{
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vec4 c = texture2D(Texture, texCoord0.st);
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gl_FragColor = c;
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}
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</script>
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<style>canvas{ position:absolute; }</style>
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</head><body>
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<canvas id="gl" width="16" height="16"></canvas>
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</body></html>
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