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