content/canvas/test/webgl-conformance/conformance/textures/tex-image-and-sub-image-2d-with-image-data.html

Thu, 15 Jan 2015 21:03:48 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Thu, 15 Jan 2015 21:03:48 +0100
branch
TOR_BUG_9701
changeset 11
deefc01c0e14
permissions
-rw-r--r--

Integrate friendly tips from Tor colleagues to make (or not) 4.5 alpha 3;
This includes removal of overloaded (but unused) methods, and addition of
a overlooked call to DataStruct::SetData(nsISupports, uint32_t, bool.)

     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 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
    11 <script src="../../resources/js-test-pre.js"></script>
    12 <script src="../resources/webgl-test.js"></script>
    13 <script src="../resources/webgl-test-utils.js"></script>
    14 <script>
    15 var wtu = WebGLTestUtils;
    16 var gl = null;
    17 var textureLoc = null;
    18 var successfullyParsed = false;
    19 var imageData = null;
    21 function init()
    22 {
    23     if (window.initNonKhronosFramework) {
    24         window.initNonKhronosFramework(true);
    25     }
    27     description('Verify texImage2D and texSubImage2D code paths taking ImageData');
    29     var canvas2d = document.getElementById("texcanvas");
    30     var context2d = canvas2d.getContext("2d");
    31     imageData = context2d.createImageData(1, 2);
    32     var data = imageData.data;
    33     data[0] = 255;
    34     data[1] = 0;
    35     data[2] = 0;
    36     data[3] = 255;
    37     data[4] = 0;
    38     data[5] = 255;
    39     data[6] = 0;
    40     data[7] = 0;
    42     wtu = WebGLTestUtils;
    43     var canvas = document.getElementById("example");
    44     gl = wtu.create3DContext(canvas);
    45     var program = wtu.setupTexturedQuad(gl);
    46     gl.clearColor(0,0,0,1);
    47     gl.clearDepth(1);
    48     gl.disable(gl.BLEND);
    50     textureLoc = gl.getUniformLocation(program, "tex");
    52     runTest();
    53 }
    55 // These two declarations need to be global for "shouldBe" to see them
    56 var buf = null;
    57 var idx = 0;
    58 var pixel = [0, 0, 0, 1];
    59 var correctColor = null;
    61 function runOneIteration(useTexSubImage2D, flipY, premultiplyAlpha, topColor, bottomColor)
    62 {
    63     debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
    64           ' with flipY=' + flipY + ' and premultiplyAlpha=' + premultiplyAlpha);
    65     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    66     // Enable writes to the RGBA channels
    67     gl.colorMask(1, 1, 1, 0);
    68     var texture = gl.createTexture();
    69     // Bind the texture to texture unit 0
    70     gl.bindTexture(gl.TEXTURE_2D, texture);
    71     // Set up texture parameters
    72     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    73     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    74     // Set up pixel store parameters
    75     gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
    76     gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, premultiplyAlpha);
    77     // Upload the image into the texture
    78     if (useTexSubImage2D) {
    79         // Initialize the texture to black first
    80         gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0,
    81                       gl.RGBA, gl.UNSIGNED_BYTE, null);
    82         gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
    83     } else {
    84         gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
    85     }
    87     // Point the uniform sampler to texture unit 0
    88     gl.uniform1i(textureLoc, 0);
    89     // Draw the triangles
    90     wtu.drawQuad(gl, [0, 0, 0, 255]);
    92     // Read back the rendering results
    93     buf = new Uint8Array(1 * 2 * 4);
    94     gl.readPixels(0, 0, 1, 2, gl.RGBA, gl.UNSIGNED_BYTE, buf);
    95     // Check the top pixel and bottom pixel and make sure they have
    96     // the right color.
    97     debug("Checking bottom pixel");
    98     wtu.checkCanvasRect(gl, 0, 0, 1, 1, bottomColor, "shouldBe " + bottomColor);
    99     debug("Checking top pixel");
   100     wtu.checkCanvasRect(gl, 0, 1, 1, 1, topColor, "shouldBe " + topColor);
   101 }
   103 function runTest()
   104 {
   105     var red = [255, 0, 0, 255];
   106     var green = [0, 255, 0, 255];
   107     var redPremultiplyAlpha = [255, 0, 0, 255];
   108     var greenPremultiplyAlpha = [0, 0, 0, 255];
   110     runOneIteration(false, true, false,
   111                     red, green);
   112     runOneIteration(false, false, false,
   113                     green, red);
   114     runOneIteration(false, true, true,
   115                     redPremultiplyAlpha, greenPremultiplyAlpha);
   116     runOneIteration(false, false, true,
   117                     greenPremultiplyAlpha, redPremultiplyAlpha);
   118     runOneIteration(true, true, false,
   119                     red, green);
   120     runOneIteration(true, false, false,
   121                     green, red);
   122     runOneIteration(true, true, true,
   123                     redPremultiplyAlpha, greenPremultiplyAlpha);
   124     runOneIteration(true, false, true,
   125                     greenPremultiplyAlpha, redPremultiplyAlpha);
   127     glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
   128     finishTest();
   129 }
   130 </script>
   131 </head>
   132 <body onload="init()">
   133 <canvas id="texcanvas" width="1px" height="2px"></canvas>
   134 <canvas id="example" width="1px" height="2px"></canvas>
   135 <div id="description"></div>
   136 <div id="console"></div>
   137 </body>
   138 </html>

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