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1 <!DOCTYPE HTML> |
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2 <title>WebGL test: bug 1003607</title> |
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3 <script src="/tests/SimpleTest/SimpleTest.js"></script> |
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4 <link rel="stylesheet" href="/tests/SimpleTest/test.css"> |
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5 <script src="driver-info.js"></script> |
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6 <script src="webgl-util.js"></script> |
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7 <body> |
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8 <canvas id="c"></canvas> |
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9 <script> |
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10 |
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11 // Give ourselves a scope to return early from: |
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12 (function() { |
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13 var gl = WebGLUtil.getWebGL('c'); |
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14 if (!gl) { |
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15 todo(false, 'WebGL is unavailable.'); |
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16 return; |
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17 } |
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18 |
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19 // Catch actual WebGLUtil errors, not GL errors. |
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20 function errorFunc(str) { |
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21 ok(false, 'Error: ' + str); |
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22 } |
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23 WebGLUtil.setErrorFunc(errorFunc); |
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24 |
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25 function checkGLError(func, info, reference) { |
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26 var error = gl.getError(); |
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27 var prefix = info ? ('[' + info + '] ') : ''; |
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28 var text = 'gl.getError should be 0x' + reference.toString(16) + |
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29 ', was 0x' + error.toString(16) + '.'; |
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30 func(error == reference, prefix + text); |
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31 } |
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32 |
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33 // Begin test: |
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34 if (!gl.getExtension('OES_texture_float')) { |
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35 todo(false, 'Not having this extension is fine.'); |
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36 return; |
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37 } |
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38 var tex = gl.createTexture(); |
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39 gl.bindTexture(gl.TEXTURE_2D, tex); |
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40 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
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41 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
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42 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
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43 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
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44 checkGLError(ok, 'texture parameter setup should succeed', gl.NO_ERROR); |
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45 |
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46 // Generate data |
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47 var width = 2; |
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48 var height = 2; |
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49 var numChannels = 4; |
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50 var data = new Float32Array(width * height * numChannels); |
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51 for (var ii = 0; ii < data.length; ++ii) { |
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52 data[ii] = 10000; |
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53 } |
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54 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, data); |
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55 checkGLError(ok, 'floating-point texture allocation should succeed', gl.NO_ERROR); |
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56 |
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57 // Try respecifying data |
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58 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.FLOAT, data); |
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59 checkGLError(ok, 'floating-point texture sub image should succeed', gl.NO_ERROR); |
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60 })(); |
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61 |
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62 </script> |