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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 the max advertized texture size is supported.</title> |
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11 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
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12 <script src="../../resources/js-test-pre.js"></script> |
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13 <script src="../resources/webgl-test.js"> </script> |
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14 <script src="../resources/webgl-test-utils.js"> </script> |
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15 </head> |
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16 <body> |
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17 <canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas> |
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18 <div id="description"></div> |
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19 <div id="console"></div> |
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20 <script id="vshader" type="x-shader/x-vertex"> |
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21 attribute vec4 vPosition; |
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22 attribute vec2 texCoord0; |
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23 varying vec2 texCoord; |
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24 void main() |
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25 { |
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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 |
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31 <script id="fshader" type="x-shader/x-fragment"> |
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32 precision mediump float; |
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33 uniform samplerCube tex; |
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34 varying vec2 texCoord; |
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35 void main() |
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36 { |
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37 gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1))); |
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38 } |
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39 </script> |
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40 <script> |
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41 description(document.title); |
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42 var wtu = WebGLTestUtils; |
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43 var gl = wtu.create3DContext("example"); |
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44 var program = wtu.setupTexturedQuad(gl); |
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45 |
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46 // Note: It seems like a reasonable assuption that a 1xN texture size should |
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47 // work. Even 1 by 128k is only 512k |
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48 var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); |
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49 debug("advertised max size: " + maxSize); |
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50 var testSize = Math.min(maxSize, 128 * 1024); |
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51 var pixels = new Uint8Array(testSize * 4); |
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52 for (var ii = 0; ii < testSize; ++ii) { |
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53 var off = ii * 4; |
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54 pixels[off + 0] = 0; |
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55 pixels[off + 1] = 255; |
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56 pixels[off + 2] = 128; |
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57 pixels[off + 3] = 255; |
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58 } |
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59 var tex = gl.createTexture(); |
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60 gl.bindTexture(gl.TEXTURE_2D, tex); |
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61 |
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62 debug("test " + testSize + "x1"); |
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63 gl.texImage2D( |
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64 gl.TEXTURE_2D, 0, gl.RGBA, testSize, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
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65 pixels); |
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66 gl.generateMipmap(gl.TEXTURE_2D); |
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67 |
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68 wtu.drawQuad(gl); |
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69 wtu.checkCanvas(gl, [0, 255, 128, 255], |
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70 "Should be 0, 255, 128, 255"); |
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71 debug("test 1x" + testSize); |
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72 gl.texImage2D( |
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73 gl.TEXTURE_2D, 0, gl.RGBA, 1, testSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
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74 pixels); |
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75 gl.generateMipmap(gl.TEXTURE_2D); |
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76 |
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77 wtu.drawQuad(gl); |
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78 wtu.checkCanvas(gl, [0, 255, 128, 255], |
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79 "Should be 0, 255, 128, 255"); |
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80 |
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81 var program = wtu.setupProgram( |
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82 gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]); |
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83 |
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84 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); |
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85 |
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86 // NOTE: We can't easily test cube maps because they require width == height |
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87 // and we might not have enough memory for maxSize by maxSize texture. |
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88 |
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89 successfullyParsed = true; |
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90 |
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91 </script> |
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92 <script>finishTest();</script> |
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93 |
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94 </body> |
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95 </html> |
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96 |
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97 |