Wed, 31 Dec 2014 13:27:57 +0100
Ignore runtime configuration files generated during quality assurance.
michael@0 | 1 | <!-- |
michael@0 | 2 | Copyright (c) 2011 The Chromium Authors. All rights reserved. |
michael@0 | 3 | Use of this source code is governed by a BSD-style license that can be |
michael@0 | 4 | found in the LICENSE file. |
michael@0 | 5 | --> |
michael@0 | 6 | <!DOCTYPE html> |
michael@0 | 7 | <html> |
michael@0 | 8 | <head> |
michael@0 | 9 | <meta charset="utf-8"> |
michael@0 | 10 | <title>WebGL texture2D GLSL conformance test.</title> |
michael@0 | 11 | <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
michael@0 | 12 | <link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/> |
michael@0 | 13 | <script src="../../../resources/js-test-pre.js"></script> |
michael@0 | 14 | <script src="../../resources/webgl-test.js"> </script> |
michael@0 | 15 | <script src="../../resources/webgl-test-utils.js"> </script> |
michael@0 | 16 | </head> |
michael@0 | 17 | <body> |
michael@0 | 18 | <canvas id="example" width="32" height="32"></canvas> |
michael@0 | 19 | <div id="description"></div> |
michael@0 | 20 | <div id="console"></div> |
michael@0 | 21 | <script id="vshader0" type="x-shader/x-vertex"> |
michael@0 | 22 | attribute vec4 vPosition; |
michael@0 | 23 | attribute vec2 texCoord0; |
michael@0 | 24 | varying vec2 texCoord; |
michael@0 | 25 | void main() { |
michael@0 | 26 | gl_Position = vPosition; |
michael@0 | 27 | texCoord = texCoord0; |
michael@0 | 28 | } |
michael@0 | 29 | </script> |
michael@0 | 30 | <script id="fshader0" type="x-shader/x-vertex"> |
michael@0 | 31 | precision mediump float; |
michael@0 | 32 | uniform sampler2D tex; |
michael@0 | 33 | uniform float divisor; |
michael@0 | 34 | varying vec2 texCoord; |
michael@0 | 35 | void main() { |
michael@0 | 36 | gl_FragData[0] = texture2DProj(tex, vec3(texCoord, divisor)); |
michael@0 | 37 | } |
michael@0 | 38 | </script> |
michael@0 | 39 | <script id="vshader1" type="x-shader/x-vertex"> |
michael@0 | 40 | attribute vec4 vPosition; |
michael@0 | 41 | attribute vec2 texCoord0; |
michael@0 | 42 | varying vec2 texCoord; |
michael@0 | 43 | void main() { |
michael@0 | 44 | gl_Position = vPosition; |
michael@0 | 45 | texCoord = texCoord0; |
michael@0 | 46 | } |
michael@0 | 47 | </script> |
michael@0 | 48 | <script id="fshader1" type="x-shader/x-vertex"> |
michael@0 | 49 | precision mediump float; |
michael@0 | 50 | uniform sampler2D tex; |
michael@0 | 51 | uniform float divisor; |
michael@0 | 52 | varying vec2 texCoord; |
michael@0 | 53 | void main() { |
michael@0 | 54 | gl_FragData[0] = texture2DProj(tex, vec4(texCoord, 123.0, divisor)); |
michael@0 | 55 | } |
michael@0 | 56 | </script> |
michael@0 | 57 | <script> |
michael@0 | 58 | description("tests GLSL texture2DProj function with"); |
michael@0 | 59 | |
michael@0 | 60 | var wtu = WebGLTestUtils; |
michael@0 | 61 | var gl = wtu.create3DContext("example", {antialias: false}); |
michael@0 | 62 | |
michael@0 | 63 | wtu.setupUnitQuad(gl, 0, 1); |
michael@0 | 64 | var tex = gl.createTexture(); |
michael@0 | 65 | gl.bindTexture(gl.TEXTURE_2D, tex); |
michael@0 | 66 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
michael@0 | 67 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
michael@0 | 68 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); |
michael@0 | 69 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); |
michael@0 | 70 | |
michael@0 | 71 | var c = document.createElement("canvas"); |
michael@0 | 72 | c.width = 16; |
michael@0 | 73 | c.height = 16; |
michael@0 | 74 | var ctx = c.getContext("2d"); |
michael@0 | 75 | ctx.fillStyle = "rgb(0,255,0)"; |
michael@0 | 76 | ctx.fillRect(0, 0, 16, 16); |
michael@0 | 77 | ctx.fillStyle = "rgb(0,0,255)"; |
michael@0 | 78 | ctx.fillRect(0, 0, 8, 8); |
michael@0 | 79 | ctx.fillRect(8, 8, 8, 8); |
michael@0 | 80 | |
michael@0 | 81 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); |
michael@0 | 82 | |
michael@0 | 83 | for (var ss = 0; ss < 2; ++ss) { |
michael@0 | 84 | debug(""); |
michael@0 | 85 | debug(ss ? "testing vec4 version" : "testing vec3 version"); |
michael@0 | 86 | var program = wtu.setupProgram( |
michael@0 | 87 | gl, ['vshader' + ss, 'fshader' + ss], |
michael@0 | 88 | ['vPosition', 'texCoord0'], [0, 1]); |
michael@0 | 89 | gl.useProgram(program); |
michael@0 | 90 | var loc = gl.getUniformLocation(program, "divisor"); |
michael@0 | 91 | |
michael@0 | 92 | for (var ii = 0; ii < 3; ++ii) { |
michael@0 | 93 | var denominator = Math.pow(2, ii); |
michael@0 | 94 | gl.uniform1f(loc, 1 / denominator); |
michael@0 | 95 | wtu.drawQuad(gl); |
michael@0 | 96 | var size = 16 / denominator; |
michael@0 | 97 | for (var yy = 0; yy < 32; yy += size) { |
michael@0 | 98 | for (var xx = 0; xx < 32; xx += size) { |
michael@0 | 99 | var odd = (xx / size + yy / size) % 2; |
michael@0 | 100 | var color = odd ? [0, 255, 0, 255] : [0, 0, 255, 255]; |
michael@0 | 101 | var msg = "" + xx + ", " + yy + ", " + size + ", " + size + " should be " + (odd ? "green" : "blue"); |
michael@0 | 102 | wtu.checkCanvasRect(gl, xx, yy, size, size, color, msg); |
michael@0 | 103 | } |
michael@0 | 104 | } |
michael@0 | 105 | } |
michael@0 | 106 | } |
michael@0 | 107 | glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); |
michael@0 | 108 | |
michael@0 | 109 | successfullyParsed = true; |
michael@0 | 110 | |
michael@0 | 111 | </script> |
michael@0 | 112 | <script>finishTest();</script> |
michael@0 | 113 | |
michael@0 | 114 | </body> |
michael@0 | 115 | </html> |
michael@0 | 116 | |
michael@0 | 117 |