gecko/content/canvas/test/webgl/conformance/copy-tex-image-and-sub-image-2d.html
2011-08-19 11:39:00 -04:00

137 lines
4.2 KiB
HTML

<!--
Copyright (c) 2011 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>
<html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../resources/js-test-pre.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"></script>
<script>
var successfullyParsed = false;
function init()
{
if (window.initNonKhronosFramework) {
window.initNonKhronosFramework(true);
}
description('Verify copyTexImage2D and copyTexSubImage2D');
runTest();
}
var gl = null;
var wtu = WebGLTestUtils;
function runTestIteration(antialias)
{
var canvas = document.getElementById(
antialias ? "antialiasOn" : "antialiasOff");
var attribs = antialias ? { antialias: false } : undefined;
gl = wtu.create3DContext(canvas, attribs);
var program = wtu.setupTexturedQuad(gl);
var textureLoc = gl.getUniformLocation(program, "tex");
glErrorShouldBe(gl, gl.NO_ERROR, "During Initialization");
gl.colorMask(1, 1, 1, 1);
gl.disable(gl.BLEND);
debug('Testing copyTexImage2D');
// Red canvas
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var texture = gl.createTexture();
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.uniform1i(textureLoc, 0);
var colors = [
[1, 0, 0, 1],
[0, 1, 0, 1],
[0, 0, 1, 1],
[0.5, 0.5, 0.5, 0.5],
];
var count = 0;
for (var yy = -2; yy <= 2; ++yy) {
for (var xx = -2; xx <= 2; ++xx) {
for (var ii = 0; ii < 2; ++ii) {
var texColor = colors[count];
var clearColor = colors[(count + 1) % colors.length];
// clear to some color
gl.clearColor(texColor[0], texColor[1], texColor[2], texColor[3]);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// copy that color to the texture.
switch (ii) {
case 0:
gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, xx, yy, 2, 2, 0);
glErrorShouldBe(gl, gl.NO_ERROR,
"using copyTexImage2D: x =" + xx + ", y = " + yy);
break;
case 1:
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, xx, yy, 2, 2);
glErrorShouldBe(gl, gl.NO_ERROR,
"using copyTexSubImage2D: x =" + xx + ", y = " + yy);
break;
}
// clear to some other color.
gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Draw the triangles
wtu.drawQuad(gl);
// check the rendering results
for (var iy = 0; iy < 2; ++iy) {
for (var ix = 0; ix < 2; ++ix) {
var x = xx + ix;
var y = yy + iy;
var expectedColor = (x < 0 || y < 0 || x >= 2 || y >= 2) ?
[0,0,0,0] :
[Math.floor(255 * texColor[0]),
Math.floor(255 * texColor[1]),
Math.floor(255 * texColor[2]),
Math.floor(255 * texColor[3])];
wtu.checkCanvasRect(gl, ix, iy, 1, 1, expectedColor,
"" + ix + ", " + iy + " should render " + expectedColor + " (+/-1)", 1);
}
}
count = (count + 1) % colors.length;
}
}
}
debug("");
}
function runTest(antialias)
{
debug("Testing with antialias on");
runTestIteration(true);
debug("Testing with antialias off");
runTestIteration(false);
finishTest();
}
</script>
</head>
<body onload="init()">
<canvas id="antialiasOn" width="2px" height="2px"></canvas>
<canvas id="antialiasOff" width="2px" height="2px"></canvas>
<div id="description"></div>
<div id="console"></div>
</body>
</html>