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

Thu, 15 Jan 2015 21:03:48 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Thu, 15 Jan 2015 21:03:48 +0100
branch
TOR_BUG_9701
changeset 11
deefc01c0e14
permissions
-rw-r--r--

Integrate friendly tips from Tor colleagues to make (or not) 4.5 alpha 3;
This includes removal of overloaded (but unused) methods, and addition of
a overlooked call to DataStruct::SetData(nsISupports, uint32_t, bool.)

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 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
michael@0 11 <script src="../../resources/js-test-pre.js"></script>
michael@0 12 <script src="../resources/webgl-test.js"></script>
michael@0 13 <script src="../resources/webgl-test-utils.js"></script>
michael@0 14 <script id="fshader" type="x-shader/x-fragment">
michael@0 15 precision mediump float;
michael@0 16
michael@0 17 uniform sampler2D tex;
michael@0 18 varying vec2 texCoord;
michael@0 19
michael@0 20 void main()
michael@0 21 {
michael@0 22 float intensity = texture2D(tex, texCoord).a;
michael@0 23 gl_FragColor = vec4(intensity, intensity, intensity, 1.0);
michael@0 24 }
michael@0 25 </script>
michael@0 26
michael@0 27 </head>
michael@0 28 <body>
michael@0 29 <canvas id="example" width="256px" height="1px"></canvas>
michael@0 30 <div id="description"></div>
michael@0 31 <div id="console"></div>
michael@0 32 <script>
michael@0 33 description('Tests texSubImage2D upload path from Uint8Array');
michael@0 34
michael@0 35 var wtu = WebGLTestUtils;
michael@0 36 var canvas = document.getElementById("example");
michael@0 37 var gl = wtu.create3DContext(canvas);
michael@0 38 gl.disable(gl.DITHER);
michael@0 39 var program = wtu.setupProgram(
michael@0 40 gl,
michael@0 41 [wtu.setupSimpleTextureVertexShader(gl), "fshader"],
michael@0 42 ['vPosition', 'texCoord0']);
michael@0 43 wtu.setupUnitQuad(gl);
michael@0 44 var textureWidth = 256;
michael@0 45 var textureHeight = 1;
michael@0 46
michael@0 47 textureLoc = gl.getUniformLocation(program, "tex");
michael@0 48
michael@0 49 var texture = gl.createTexture();
michael@0 50 gl.bindTexture(gl.TEXTURE_2D, texture);
michael@0 51 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
michael@0 52 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
michael@0 53 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
michael@0 54 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
michael@0 55 // Allocate the texture object
michael@0 56 gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null);
michael@0 57 // Prepare the image data
michael@0 58 var array = new Uint8Array(textureWidth);
michael@0 59 for (var i = 0; i < textureWidth; i++)
michael@0 60 array[i] = i;
michael@0 61 // Fill the texture object with data -- this is actually the code path being tested
michael@0 62 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA, gl.UNSIGNED_BYTE, array);
michael@0 63
michael@0 64 // Clear and set up
michael@0 65 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
michael@0 66 gl.bindTexture(gl.TEXTURE_2D, texture);
michael@0 67 gl.useProgram(program);
michael@0 68 gl.uniform1i(textureLoc, 0);
michael@0 69 // Draw the texture to the frame buffer
michael@0 70 gl.drawArrays(gl.TRIANGLES, 0, 6);
michael@0 71
michael@0 72 // Read back the frame buffer
michael@0 73 var buf = new Uint8Array(textureWidth * textureHeight * 4);
michael@0 74 gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf);
michael@0 75
michael@0 76 // Verify the frame buffer's contents
michael@0 77 var passed = true;
michael@0 78 for (var i = 0; i < textureWidth; i++) {
michael@0 79 var val = i;
michael@0 80 if (buf[4 * i + 0] != val ||
michael@0 81 buf[4 * i + 1] != val ||
michael@0 82 buf[4 * i + 2] != val) {
michael@0 83 testFailed("pixel at (" + i + ", 0) was (" +
michael@0 84 buf[4 * i + 0] + ", " +
michael@0 85 buf[4 * i + 1] + ", " +
michael@0 86 buf[4 * i + 2] + "), should be (" +
michael@0 87 val + ", " + val + ", " + val + ")");
michael@0 88 passed = false;
michael@0 89 break;
michael@0 90 }
michael@0 91 }
michael@0 92
michael@0 93 if (passed)
michael@0 94 testPassed("");
michael@0 95
michael@0 96 successfullyParsed = true;
michael@0 97 </script>
michael@0 98 <script>finishTest();</script>
michael@0 99 </body>
michael@0 100 </html>

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