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 Non-Power of 2 texture conformance test.</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 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
48 var tex = gl.createTexture();
50 // Check that an NPOT texture not on level 0 generates INVALID_VALUE
51 wtu.fillTexture(gl, tex, 5, 3, [0, 192, 128, 255], 1);
52 glErrorShouldBe(gl, gl.INVALID_VALUE,
53 "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
55 // Check that an NPOT texture on level 0 succeeds
56 wtu.fillTexture(gl, tex, 5, 3, [0, 192, 128, 255]);
57 glErrorShouldBe(gl, gl.NO_ERROR,
58 "gl.texImage2D with NPOT texture at level 0 should succeed");
60 // Check that generateMipmap fails on NPOT
61 gl.generateMipmap(gl.TEXTURE_2D);
62 glErrorShouldBe(gl, gl.INVALID_OPERATION,
63 "gl.generateMipmap with NPOT texture should return INVALID_OPERATION");
65 var loc = gl.getUniformLocation(program, "tex");
66 gl.uniform1i(loc, 0);
68 // Check that nothing is drawn if filtering is not correct for NPOT
69 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
70 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
71 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
72 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
74 wtu.drawQuad(gl);
75 wtu.checkCanvas(
76 gl, [0, 0, 0, 255],
77 "NPOT texture with TEXTURE_WRAP set to REPEAT should draw with 0,0,0,255");
78 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
80 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
81 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
82 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
84 wtu.drawQuad(gl);
85 wtu.checkCanvas(
86 gl, [0, 0, 0, 255],
87 "NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255");
88 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
90 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
92 wtu.drawQuad(gl);
93 wtu.checkCanvas(
94 gl, [0, 192, 128, 255],
95 "NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw.");
97 gl.copyTexImage2D(gl.TEXTURE_2D, 1, gl.RGBA, 0, 0, 5, 3, 0);
98 glErrorShouldBe(gl, gl.INVALID_VALUE,
99 "copyTexImage2D with NPOT texture with level > 0 should return INVALID_VALUE.");
101 // Check that generateMipmap for an POT texture succeeds
102 wtu.fillTexture(gl, tex, 4, 4, [0, 192, 128, 255]);
103 gl.generateMipmap(gl.TEXTURE_2D);
104 glErrorShouldBe(gl, gl.NO_ERROR,
105 "gl.texImage2D and gl.generateMipmap with POT texture at level 0 should succeed");
107 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
108 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
109 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
110 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
112 wtu.drawQuad(gl);
113 wtu.checkCanvas(
114 gl, [0, 192, 128, 255],
115 "POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw.");
116 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
118 debug("");
119 debug("check using cubemap");
120 var program = wtu.setupProgram(
121 gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]);
122 var tex = gl.createTexture();
124 // Check that an NPOT texture not on level 0 generates INVALID_VALUE
125 fillCubeTexture(gl, tex, 5, 3, [0, 192, 128, 255], 1);
126 glErrorShouldBe(gl, gl.INVALID_VALUE,
127 "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
129 // Check that an NPOT texture on level 0 succeeds
130 fillCubeTexture(gl, tex, 5, 5, [0, 192, 128, 255]);
131 glErrorShouldBe(gl, gl.NO_ERROR,
132 "gl.texImage2D with NPOT texture at level 0 should succeed");
134 // Check that generateMipmap fails on NPOT
135 gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
136 glErrorShouldBe(gl, gl.INVALID_OPERATION,
137 "gl.generateMipmap with NPOT texture should return INVALID_OPERATION");
139 var loc = gl.getUniformLocation(program, "tex");
140 gl.uniform1i(loc, 0);
142 // Check that nothing is drawn if filtering is not correct for NPOT
143 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
144 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
145 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.REPEAT);
146 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.REPEAT);
148 wtu.drawQuad(gl);
149 wtu.checkCanvas(
150 gl, [0, 0, 0, 255],
151 "NPOT cubemap with TEXTURE_WRAP set to REPEAT should draw with 0,0,0,255");
152 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
154 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
155 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
156 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
158 wtu.drawQuad(gl);
159 wtu.checkCanvas(
160 gl, [0, 0, 0, 255],
161 "NPOT cubemap with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255");
162 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
164 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
166 wtu.drawQuad(gl);
167 wtu.checkCanvas(
168 gl, [0, 192, 128, 255],
169 "NPOT cubemap with TEXTURE_MIN_FILTER set to LINEAR should draw.");
171 // Check that an POT texture on level 0 succeeds
172 fillCubeTexture(gl, tex, 4, 4, [0, 192, 128, 255]);
173 glErrorShouldBe(gl, gl.NO_ERROR,
174 "gl.texImage2D with POT texture at level 0 should succeed");
176 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
177 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
178 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.REPEAT);
179 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.REPEAT);
181 wtu.drawQuad(gl);
182 wtu.checkCanvas(
183 gl, [0, 0, 0, 255],
184 "POT cubemap with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR but no mips draw with 0,0,0,255");
186 // Check that generateMipmap succeeds on POT
187 gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
188 glErrorShouldBe(gl, gl.NO_ERROR,
189 "gl.generateMipmap with POT texture should return succeed");
191 wtu.drawQuad(gl);
192 wtu.checkCanvas(
193 gl, [0, 192, 128, 255],
194 "POT cubemap with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw.");
196 successfullyParsed = true;
198 function fillCubeTexture(gl, tex, width, height, color, opt_level) {
199 opt_level = opt_level || 0;
200 var canvas = document.createElement('canvas');
201 canvas.width = width;
202 canvas.height = height;
203 var ctx2d = canvas.getContext('2d');
204 ctx2d.fillStyle = "rgba(" + color[0] + "," + color[1] + "," + color[2] + "," + color[3] + ")";
205 ctx2d.fillRect(0, 0, width, height);
206 gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
207 var targets = [
208 gl.TEXTURE_CUBE_MAP_POSITIVE_X,
209 gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
210 gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
211 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
212 gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
213 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
214 for (var tt = 0; tt < targets.length; ++tt) {
215 gl.texImage2D(
216 targets[tt], opt_level, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
217 }
218 };
220 </script>
221 <script>finishTest();</script>
223 </body>
224 </html>