Wed, 31 Dec 2014 13:27:57 +0100
Ignore runtime configuration files generated during quality assurance.
1 <!--
2 Copyright (c) 2011 The Chromium Authors. All rights reserved.
3 Use of this source code is governed by a BSD-style license that can be
4 found in the LICENSE file.
5 -->
6 <!DOCTYPE html>
7 <html>
8 <head>
9 <meta charset="utf-8">
10 <title>WebGL the max advertized texture size is supported.</title>
11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
12 <script src="../../resources/js-test-pre.js"></script>
13 <script src="../resources/webgl-test.js"> </script>
14 <script src="../resources/webgl-test-utils.js"> </script>
15 </head>
16 <body>
17 <canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas>
18 <div id="description"></div>
19 <div id="console"></div>
20 <script id="vshader" type="x-shader/x-vertex">
21 attribute vec4 vPosition;
22 attribute vec2 texCoord0;
23 varying vec2 texCoord;
24 void main()
25 {
26 gl_Position = vPosition;
27 texCoord = texCoord0;
28 }
29 </script>
31 <script id="fshader" type="x-shader/x-fragment">
32 precision mediump float;
33 uniform samplerCube tex;
34 varying vec2 texCoord;
35 void main()
36 {
37 gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1)));
38 }
39 </script>
40 <script>
41 description(document.title);
42 var wtu = WebGLTestUtils;
43 var gl = wtu.create3DContext("example");
44 var program = wtu.setupTexturedQuad(gl);
46 // Note: It seems like a reasonable assuption that a 1xN texture size should
47 // work. Even 1 by 128k is only 512k
48 var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
49 debug("advertised max size: " + maxSize);
50 var testSize = Math.min(maxSize, 128 * 1024);
51 var pixels = new Uint8Array(testSize * 4);
52 for (var ii = 0; ii < testSize; ++ii) {
53 var off = ii * 4;
54 pixels[off + 0] = 0;
55 pixels[off + 1] = 255;
56 pixels[off + 2] = 128;
57 pixels[off + 3] = 255;
58 }
59 var tex = gl.createTexture();
60 gl.bindTexture(gl.TEXTURE_2D, tex);
62 debug("test " + testSize + "x1");
63 gl.texImage2D(
64 gl.TEXTURE_2D, 0, gl.RGBA, testSize, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
65 pixels);
66 gl.generateMipmap(gl.TEXTURE_2D);
68 wtu.drawQuad(gl);
69 wtu.checkCanvas(gl, [0, 255, 128, 255],
70 "Should be 0, 255, 128, 255");
71 debug("test 1x" + testSize);
72 gl.texImage2D(
73 gl.TEXTURE_2D, 0, gl.RGBA, 1, testSize, 0, gl.RGBA, gl.UNSIGNED_BYTE,
74 pixels);
75 gl.generateMipmap(gl.TEXTURE_2D);
77 wtu.drawQuad(gl);
78 wtu.checkCanvas(gl, [0, 255, 128, 255],
79 "Should be 0, 255, 128, 255");
81 var program = wtu.setupProgram(
82 gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]);
84 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
86 // NOTE: We can't easily test cube maps because they require width == height
87 // and we might not have enough memory for maxSize by maxSize texture.
89 successfullyParsed = true;
91 </script>
92 <script>finishTest();</script>
94 </body>
95 </html>