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