mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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100 lines
3.1 KiB
HTML
100 lines
3.1 KiB
HTML
<!--
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Copyright (c) 2010 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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<html>
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<head>
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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="resources/webgl-test-utils.js"></script>
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<script id="fshader" 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 tex;
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varying vec2 texCoord;
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void main()
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{
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float intensity = texture2D(tex, texCoord).a;
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gl_FragColor = vec4(intensity, intensity, intensity, 1.0);
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}
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</script>
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</head>
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<body>
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<canvas id="example" width="256px" height="1px"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script>
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description('Tests texSubImage2D upload path from Uint8Array');
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var wtu = WebGLTestUtils;
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var canvas = document.getElementById("example");
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var gl = wtu.create3DContext(canvas);
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var program = wtu.setupProgram(
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gl,
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[wtu.setupSimpleTextureVertexShader(gl),
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wtu.loadShaderFromScript(gl, "fshader")],
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['vPosition', 'texCoord0']);
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wtu.setupUnitQuad(gl);
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var textureWidth = 256;
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var textureHeight = 1;
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textureLoc = gl.getUniformLocation(program, "tex");
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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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.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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// Allocate the texture object
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null);
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// Prepare the image data
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var array = new Uint8Array(textureWidth);
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for (var i = 0; i < textureWidth; i++)
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array[i] = i;
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// Fill the texture object with data -- this is actually the code path being tested
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA, gl.UNSIGNED_BYTE, array);
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// Clear and set up
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.useProgram(program);
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gl.uniform1i(textureLoc, 0);
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// Draw the texture to the frame buffer
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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// Read back the frame buffer
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var buf = new Uint8Array(textureWidth * textureHeight * 4);
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gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf);
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// Verify the frame buffer's contents
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var passed = true;
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for (var i = 0; i < textureWidth; i++) {
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var val = i;
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if (buf[4 * i + 0] != val ||
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buf[4 * i + 1] != val ||
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buf[4 * i + 2] != val) {
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testFailed("pixel at (" + i + ", 0) was (" +
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buf[4 * i + 0] + ", " +
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buf[4 * i + 1] + ", " +
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buf[4 * i + 2] + "), should be (" +
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val + ", " + val + ", " + val + ")");
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passed = false;
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break;
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}
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}
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if (passed)
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testPassed("");
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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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</body>
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</html>
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