mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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115 lines
3.6 KiB
HTML
115 lines
3.6 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>
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var wtu = WebGLTestUtils;
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var gl = null;
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var textureLoc = null;
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var successfullyParsed = false;
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function init()
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{
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if (window.initNonKhronosFramework) {
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window.initNonKhronosFramework(true);
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}
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description('Verify texImage2D and texSubImage2D code paths taking Images');
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var canvas = document.getElementById("example");
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gl = wtu.create3DContext(canvas);
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var program = wtu.setupTexturedQuad(gl);
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gl.clearColor(0,0,0,1);
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gl.clearDepth(1);
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textureLoc = gl.getUniformLocation(gl.program, "tex");
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wtu.loadTexture(gl, "resources/red-green.png", runTest);
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}
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// These two declarations need to be global for "shouldBe" to see them
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var buf = null;
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var idx = 0;
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var pixel = [0, 0, 0];
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var correctColor = null;
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function runOneIteration(image, useTexSubImage2D, flipY, topColor, bottomColor)
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{
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debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
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' with flipY=' + flipY);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Disable any writes to the alpha channel
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gl.colorMask(1, 1, 1, 0);
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var texture = gl.createTexture();
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// Bind the texture to texture unit 0
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// Set up texture parameters
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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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// Set up pixel store parameters
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
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// Upload the image into the texture
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if (useTexSubImage2D) {
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// Initialize the texture to black first
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0,
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gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
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} else {
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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}
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// Point the uniform sampler to texture unit 0
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gl.uniform1i(textureLoc, 0);
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// Draw the triangles
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wtu.drawQuad(gl, [0, 0, 0, 255]);
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// Check a few pixels near the top and bottom and make sure they have
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// the right color.
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debug("Checking lower left corner");
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wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor,
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"shouldBe " + bottomColor);
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debug("Checking upper left corner");
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wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor,
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"shouldBe " + topColor);
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}
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function runTest(image)
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{
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var red = [255, 0, 0];
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var green = [0, 255, 0];
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runOneIteration(image, false, true, red, green);
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runOneIteration(image, false, false, green, red);
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runOneIteration(image, true, true, red, green);
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runOneIteration(image, true, false, green, red);
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successfullyParsed = true;
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var epilogue = document.createElement("script");
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epilogue.onload = finish;
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epilogue.src = "../resources/js-test-post.js";
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document.body.appendChild(epilogue);
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}
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function finish() {
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if (window.nonKhronosFrameworkNotifyDone) {
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window.nonKhronosFrameworkNotifyDone();
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}
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}
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</script>
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</head>
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<body onload="init()">
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<canvas id="example" width="32px" height="32px"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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</body>
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</html>
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