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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 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
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11 <script src="../../resources/js-test-pre.js"></script> |
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12 <script src="../resources/webgl-test.js"></script> |
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13 <script src="../resources/webgl-test-utils.js"></script> |
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14 </head> |
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15 <body> |
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16 <canvas id="example" width="1px" height="2px"></canvas> |
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17 <div id="description"></div> |
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18 <div id="console"></div> |
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19 <script> |
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20 description('Verifies texImage2D and texSubImage2D code paths taking ArrayBufferView'); |
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21 |
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22 var wtu = WebGLTestUtils; |
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23 var gl = null; |
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24 var textureLoc = null; |
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25 var successfullyParsed = false; |
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26 |
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27 // These two declarations need to be global for "shouldBe" to see them |
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28 var buf = null; |
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29 var idx = 0; |
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30 var pixel = [0, 0, 0, 1]; |
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31 var correctColor = null; |
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32 |
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33 function generateRGBAData(type, unpackAlignment) |
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34 { |
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35 var sourceData = [ 255, 0, 0, 255, |
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36 0, 255, 0, 0 ]; |
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37 switch (type) { |
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38 case gl.UNSIGNED_BYTE: { |
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39 var rowWidth = Math.max(unpackAlignment, 4); |
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40 var data = new Uint8Array(2 * rowWidth); |
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41 for (var y = 0; y < 2; ++y) { |
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42 var index = y * rowWidth; |
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43 for (var element = 0; element < 4; ++element) { |
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44 data[index + element] = sourceData[4 * y + element]; |
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45 } |
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46 } |
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47 return data; |
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48 } |
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49 case gl.UNSIGNED_SHORT_4_4_4_4: { |
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50 var rowWidth = Math.max(unpackAlignment, 2) / 2; |
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51 var data = new Uint16Array(2 * rowWidth); |
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52 for (var y = 0; y < 2; ++y) { |
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53 var index = y * rowWidth; |
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54 data[index] = (((sourceData[4 * y] & 0xF0) << 8) |
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55 | ((sourceData[4 * y + 1] & 0xF0) << 4) |
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56 | (sourceData[4 * y + 2] & 0xF0) |
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57 | (sourceData[4 * y + 3] >> 4)); |
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58 } |
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59 return data; |
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60 } |
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61 case gl.UNSIGNED_SHORT_5_5_5_1: { |
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62 var rowWidth = Math.max(unpackAlignment, 2) / 2; |
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63 var data = new Uint16Array(2 * rowWidth); |
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64 for (var y = 0; y < 2; ++y) { |
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65 var index = y * rowWidth; |
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66 data[index] = (((sourceData[4 * y] & 0xF8) << 8) |
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67 | ((sourceData[4 * y + 1] & 0xF8) << 3) |
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68 | ((sourceData[4 * y + 2] & 0xF8) >> 2) |
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69 | (sourceData[4 * y + 3] >> 7)); |
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70 } |
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71 return data; |
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72 } |
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73 } |
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74 } |
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75 |
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76 function typeToString(type) |
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77 { |
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78 switch (type) { |
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79 case gl.UNSIGNED_BYTE: return 'UNSIGNED_BYTE'; |
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80 case gl.UNSIGNED_SHORT_5_5_5_1: return 'UNSIGNED_SHORT_5_5_5_1'; |
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81 case gl.UNSIGNED_SHORT_4_4_4_4: return 'UNSIGNED_SHORT_4_4_4_4'; |
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82 } |
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83 return 'Unknown type ' + type; |
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84 } |
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85 |
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86 function runOneIteration(useTexSubImage2D, type, unpackAlignment, flipY, premultiplyAlpha, topColor, bottomColor) |
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87 { |
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88 debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') + |
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89 ' with type=' + typeToString(type) + |
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90 ', unpackAlignment=' + unpackAlignment + |
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91 ', flipY=' + flipY + ', premultiplyAlpha=' + premultiplyAlpha); |
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92 gl.colorMask(true, true, true, true); |
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93 gl.clearColor(0, 0, 0, 1.0); |
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94 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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95 // Enable writes to the RGB channels |
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96 gl.colorMask(true, true, true, false); |
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97 var texture = gl.createTexture(); |
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98 // Bind the texture to texture unit 0 |
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99 gl.bindTexture(gl.TEXTURE_2D, texture); |
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100 // Set up texture parameters |
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101 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
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102 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
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103 // Set up pixel store parameters |
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104 gl.pixelStorei(gl.UNPACK_ALIGNMENT, unpackAlignment); |
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105 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY); |
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106 gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, premultiplyAlpha); |
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107 // Generate the data |
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108 var data = generateRGBAData(type, unpackAlignment); |
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109 if (gl.getError() != gl.NO_ERROR) |
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110 testFailed("GL error before texture upload"); |
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111 // Upload the image into the texture |
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112 if (useTexSubImage2D) { |
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113 // Initialize the texture to black first |
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114 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0, |
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115 gl.RGBA, type, null); |
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116 if (gl.getError() != gl.NO_ERROR) |
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117 testFailed("GL error after texImage2D(null)"); |
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118 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 2, gl.RGBA, type, data); |
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119 if (gl.getError() != gl.NO_ERROR) |
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120 testFailed("GL error after texSubImage2D"); |
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121 } else { |
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122 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0, gl.RGBA, type, data); |
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123 if (gl.getError() != gl.NO_ERROR) |
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124 testFailed("GL error after texImage2D"); |
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125 } |
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126 |
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127 // Point the uniform sampler to texture unit 0 |
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128 gl.uniform1i(textureLoc, 0); |
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129 // Draw the triangles |
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130 wtu.drawQuad(gl, [0, 0, 0, 255]); |
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131 |
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132 // Read back the rendering results |
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133 buf = new Uint8Array(1 * 2 * 4); |
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134 gl.readPixels(0, 0, 1, 2, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
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135 // Check the top pixel and bottom pixel and make sure they have |
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136 // the right color. |
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137 debug("Checking bottom pixel"); |
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138 wtu.checkCanvasRect(gl, 0, 0, 1, 1, bottomColor, "shouldBe " + bottomColor); |
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139 debug("Checking top pixel"); |
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140 wtu.checkCanvasRect(gl, 0, 1, 1, 1, topColor, "shouldBe " + topColor); |
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141 } |
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142 |
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143 function runTest() |
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144 { |
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145 var red = [255, 0, 0, 255]; |
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146 var green = [0, 255, 0, 255]; |
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147 var redPremultiplyAlpha = [255, 0, 0, 255]; |
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148 var greenPremultiplyAlpha = [0, 0, 0, 255]; |
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149 |
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150 var types = [ gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_5_5_5_1, gl.UNSIGNED_SHORT_4_4_4_4 ]; |
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151 var unpackAlignments = [ 1, 2, 4, 8 ]; |
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152 |
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153 for (var i = 0; i < types.length; ++i) { |
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154 var type = types[i]; |
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155 for (var j = 0; j < unpackAlignments.length; ++j) { |
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156 var unpackAlignment = unpackAlignments[j]; |
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157 runOneIteration(false, type, unpackAlignment, true, false, |
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158 red, green); |
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159 runOneIteration(false, type, unpackAlignment, false, false, |
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160 green, red); |
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161 runOneIteration(false, type, unpackAlignment, true, true, |
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162 redPremultiplyAlpha, greenPremultiplyAlpha); |
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163 runOneIteration(false, type, unpackAlignment, false, true, |
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164 greenPremultiplyAlpha, redPremultiplyAlpha); |
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165 runOneIteration(true, type, unpackAlignment, true, false, |
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166 red, green); |
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167 runOneIteration(true, type, unpackAlignment, false, false, |
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168 green, red); |
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169 runOneIteration(true, type, unpackAlignment, true, true, |
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170 redPremultiplyAlpha, greenPremultiplyAlpha); |
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171 runOneIteration(true, type, unpackAlignment, false, true, |
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172 greenPremultiplyAlpha, redPremultiplyAlpha); |
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173 } |
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174 } |
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175 |
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176 } |
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177 |
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178 gl = wtu.create3DContext("example"); |
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179 var program = wtu.setupTexturedQuad(gl); |
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180 gl.disable(gl.BLEND); |
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181 |
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182 gl.clearColor(0,0,0,1); |
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183 gl.clearDepth(1); |
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184 |
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185 textureLoc = gl.getUniformLocation(program, "tex"); |
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186 |
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187 runTest(); |
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188 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors"); |
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189 successfullyParsed = true; |
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190 </script> |
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191 <script>finishTest();</script> |
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192 </body> |
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193 </html> |