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https://gitlab.winehq.org/wine/wine-gecko.git
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235 lines
8.3 KiB
HTML
Executable File
235 lines
8.3 KiB
HTML
Executable File
<!--
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Copyright (c) 2009 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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<title>WebGL Non-Power of 2 texture conformance test.</title>
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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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</head>
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<body>
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<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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attribute vec2 texCoord0;
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varying vec2 texCoord;
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void main()
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{
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gl_Position = vPosition;
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texCoord = texCoord0;
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}
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</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 mediump float;
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#endif
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uniform samplerCube tex;
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varying vec2 texCoord;
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void main()
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{
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gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1)));
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}
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</script>
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<script>
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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.setupTexturedQuad(gl);
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glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
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var tex = gl.createTexture();
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// Check that an NPOT texture not on level 0 generates INVALID_VALUE
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wtu.fillTexture(gl, tex, 5, 3, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.INVALID_VALUE,
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"gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
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// Check that an NPOT texture on level 0 succeeds
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wtu.fillTexture(gl, tex, 5, 3, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR,
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"gl.texImage2D with NPOT texture at level 0 should succeed");
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// Check that generateMipmap fails on NPOT
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gl.generateMipmap(gl.TEXTURE_2D);
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glErrorShouldBe(gl, gl.INVALID_OPERATION,
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"gl.generateMipmap with NPOT texture should return INVALID_OPERATION");
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var loc = gl.getUniformLocation(program, "tex");
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gl.uniform1i(loc, 0);
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// Check that nothing is drawn if filtering is not correct for NPOT
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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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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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wtu.drawQuad(gl);
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wtu.checkCanvas(
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gl, [0, 0, 0, 255],
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"NPOT texture with TEXTURE_WRAP set to REPEAT should draw with 0,0,0,255");
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glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
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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_MIPMAP_LINEAR);
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wtu.drawQuad(gl);
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wtu.checkCanvas(
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gl, [0, 0, 0, 255],
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"NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255");
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glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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wtu.drawQuad(gl);
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wtu.checkCanvas(
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gl, [0, 192, 128, 255],
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"NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw.");
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gl.copyTexImage2D(gl.TEXTURE_2D, 1, gl.RGBA, 0, 0, 5, 3, 0);
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glErrorShouldBe(gl, gl.INVALID_VALUE,
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"copyTexImage2D with NPOT texture with level > 0 should return INVALID_VALUE.");
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// Check that generateMipmap for an POT texture succeeds
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wtu.fillTexture(gl, tex, 4, 4, [0, 192, 128, 255]);
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gl.generateMipmap(gl.TEXTURE_2D);
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glErrorShouldBe(gl, gl.NO_ERROR,
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"gl.texImage2D and gl.generateMipmap with POT texture at level 0 should succeed");
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
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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_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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wtu.drawQuad(gl);
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wtu.checkCanvas(
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gl, [0, 192, 128, 255],
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"POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw.");
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glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
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debug("");
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debug("check using cubemap");
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var program = wtu.setupProgram(
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gl,
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[wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
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wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
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['vPosition', 'texCoord0'], [0, 1]);
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var tex = gl.createTexture();
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// Check that an NPOT texture not on level 0 generates INVALID_VALUE
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fillCubeTexture(gl, tex, 5, 3, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.INVALID_VALUE,
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"gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
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// Check that an NPOT texture on level 0 succeeds
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fillCubeTexture(gl, tex, 5, 5, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR,
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"gl.texImage2D with NPOT texture at level 0 should succeed");
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// Check that generateMipmap fails on NPOT
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gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
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glErrorShouldBe(gl, gl.INVALID_OPERATION,
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"gl.generateMipmap with NPOT texture should return INVALID_OPERATION");
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var loc = gl.getUniformLocation(program, "tex");
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gl.uniform1i(loc, 0);
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// Check that nothing is drawn if filtering is not correct for NPOT
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.REPEAT);
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wtu.drawQuad(gl);
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wtu.checkCanvas(
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gl, [0, 0, 0, 255],
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"NPOT cubemap with TEXTURE_WRAP set to REPEAT should draw with 0,0,0,255");
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glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
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wtu.drawQuad(gl);
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wtu.checkCanvas(
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gl, [0, 0, 0, 255],
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"NPOT cubemap with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255");
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glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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wtu.drawQuad(gl);
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wtu.checkCanvas(
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gl, [0, 192, 128, 255],
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"NPOT cubemap with TEXTURE_MIN_FILTER set to LINEAR should draw.");
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// Check that an POT texture on level 0 succeeds
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fillCubeTexture(gl, tex, 4, 4, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR,
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"gl.texImage2D with POT texture at level 0 should succeed");
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.REPEAT);
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wtu.drawQuad(gl);
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wtu.checkCanvas(
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gl, [0, 0, 0, 255],
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"POT cubemap with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR but no mips draw with 0,0,0,255");
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// Check that generateMipmap succeeds on POT
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gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
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glErrorShouldBe(gl, gl.NO_ERROR,
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"gl.generateMipmap with POT texture should return succeed");
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wtu.drawQuad(gl);
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wtu.checkCanvas(
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gl, [0, 192, 128, 255],
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"POT cubemap with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw.");
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successfullyParsed = true;
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function fillCubeTexture(gl, tex, width, height, color, opt_level) {
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opt_level = opt_level || 0;
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var canvas = document.createElement('canvas');
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canvas.width = width;
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canvas.height = height;
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var ctx2d = canvas.getContext('2d');
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ctx2d.fillStyle = "rgba(" + color[0] + "," + color[1] + "," + color[2] + "," + color[3] + ")";
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ctx2d.fillRect(0, 0, width, height);
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
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var targets = [
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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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for (var tt = 0; tt < targets.length; ++tt) {
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gl.texImage2D(
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targets[tt], opt_level, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
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}
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};
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</script>
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</body>
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<script src="../resources/js-test-post.js"></script>
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<script>
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</script>
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</body>
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</html>
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