gecko/content/canvas/test/webgl/conformance/tex-sub-image-2d.html

132 lines
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HTML

<!--
Copyright (c) 2010 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.
-->
<html>
<head>
<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 id="vshader" type="x-shader/x-vertex">
attribute vec3 g_Position;
attribute vec2 g_TexCoord0;
varying vec2 texCoord;
void main()
{
gl_Position = vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);
texCoord = g_TexCoord0;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
uniform sampler2D tex;
varying vec2 texCoord;
void main()
{
float intensity = texture2D(tex, texCoord).a;
gl_FragColor = vec4(intensity, intensity, intensity, 1.0);
}
</script>
</head>
<body>
<canvas id="example" width="256px" height="1px"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
description('Tests texSubImage2D upload path from WebGLUnsignedByteArray');
debug('');
var gl = initWebGL("example", "vshader", "fshader", [ "g_Position", "g_TexCoord0" ], [ 0, 0, 0, 1 ], 1);
var textureWidth = 256;
var textureHeight = 1;
textureLoc = gl.getUniformLocation(gl.program, "tex");
var vertices = new WebGLFloatArray([
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0]);
var texCoords = new WebGLFloatArray([
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0]);
var texCoordOffset = vertices.byteLength;
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER,
texCoordOffset + texCoords.byteLength,
gl.STATIC_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
gl.bufferSubData(gl.ARRAY_BUFFER, texCoordOffset, texCoords);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, gl.FALSE, 0, texCoordOffset);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Allocate the texture object
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null);
// Prepare the image data
var array = new WebGLUnsignedByteArray(textureWidth);
for (var i = 0; i < textureWidth; i++)
array[i] = i;
// Fill the texture object with data -- this is actually the code path being tested
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA, gl.UNSIGNED_BYTE, array);
// Clear and set up
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.useProgram(gl.program);
gl.uniform1i(textureLoc, 0);
// Draw the texture to the frame buffer
gl.drawArrays(gl.TRIANGLES, 0, 6);
// Read back the frame buffer
var buf = new Uint8Array(textureWidth * textureHeight * 4);
gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf);
// Verify the frame buffer's contents
var passed = true;
for (var i = 0; i < textureWidth; i++) {
var val = i;
if (buf[4 * i + 0] != val ||
buf[4 * i + 1] != val ||
buf[4 * i + 2] != val) {
testFailed("pixel at (" + i + ", 0) was (" +
buf[4 * i + 0] + ", " +
buf[4 * i + 1] + ", " +
buf[4 * i + 2] + "), should be (" +
val + ", " + val + ", " + val + ")");
passed = false;
break;
}
}
if (passed)
testPassed("");
successfullyParsed = true;
</script>
<script src="../resources/js-test-post.js"></script>
</body>
</html>