Thu, 15 Jan 2015 21:03:48 +0100
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 imgCanvas;
20 var red = [255, 0, 0];
21 var green = [0, 255, 0];
23 function init()
24 {
25 if (window.initNonKhronosFramework) {
26 window.initNonKhronosFramework(true);
27 }
29 description('Verify texImage2D and texSubImage2D code paths taking Images');
31 gl = wtu.create3DContext("example");
32 var program = wtu.setupTexturedQuad(gl);
34 gl.clearColor(0,0,0,1);
35 gl.clearDepth(1);
37 textureLoc = gl.getUniformLocation(program, "tex");
39 wtu.loadTexture(gl, "../resources/red-green.png", runTest);
40 }
42 // These two declarations need to be global for "shouldBe" to see them
43 var buf = null;
44 var idx = 0;
45 var pixel = [0, 0, 0];
46 var correctColor = null;
48 function runOneIteration(image, useTexSubImage2D, flipY, topColor, bottomColor)
49 {
50 debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
51 ' with flipY=' + flipY);
52 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
53 // Disable any writes to the alpha channel
54 gl.colorMask(1, 1, 1, 0);
55 var texture = gl.createTexture();
56 // Bind the texture to texture unit 0
57 gl.bindTexture(gl.TEXTURE_2D, texture);
58 // Set up texture parameters
59 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
60 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
61 // Set up pixel store parameters
62 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
63 gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
64 gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
65 // Upload the image into the texture
66 if (useTexSubImage2D) {
67 // Initialize the texture to black first
68 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0,
69 gl.RGBA, gl.UNSIGNED_BYTE, null);
70 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
71 } else {
72 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
73 }
75 // Point the uniform sampler to texture unit 0
76 gl.uniform1i(textureLoc, 0);
77 // Draw the triangles
78 wtu.drawQuad(gl, [0, 0, 0, 255]);
79 // Check a few pixels near the top and bottom and make sure they have
80 // the right color.
81 debug("Checking lower left corner");
82 wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor,
83 "shouldBe " + bottomColor);
84 debug("Checking upper left corner");
85 wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor,
86 "shouldBe " + topColor);
87 }
89 function runTestOnImage(image) {
90 runOneIteration(image, false, true, red, green);
91 runOneIteration(image, false, false, green, red);
92 runOneIteration(image, true, true, red, green);
93 runOneIteration(image, true, false, green, red);
94 }
96 function runTest(image)
97 {
98 runTestOnImage(image);
100 imgCanvas = document.createElement("canvas");
101 imgCanvas.width = 1;
102 imgCanvas.height = 2;
103 var imgCtx = imgCanvas.getContext("2d");
104 var imgData = imgCtx.createImageData(1, 2);
105 imgData.data[0] = red[0];
106 imgData.data[1] = red[1];
107 imgData.data[2] = red[2];
108 imgData.data[3] = 255;
109 imgData.data[4] = green[0];
110 imgData.data[5] = green[1];
111 imgData.data[6] = green[2];
112 imgData.data[7] = 255;
113 imgCtx.putImageData(imgData, 0, 0);
115 // apparently Image is different than <img>.
116 var newImage = new Image();
117 newImage.onload = function() {
118 runTest2(newImage);
119 };
120 newImage.src = imgCanvas.toDataURL();
121 }
123 function runTest2(image) {
124 runTestOnImage(image);
126 var newImage = document.createElement("img");
127 newImage.onload = function() {
128 runTest3(newImage);
129 };
130 newImage.src = imgCanvas.toDataURL();
131 }
133 function runTest3(image) {
134 runTestOnImage(image);
136 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
137 finishTest();
138 }
140 </script>
141 </head>
142 <body onload="init()">
143 <canvas id="example" width="32px" height="32px"></canvas>
144 <div id="description"></div>
145 <div id="console"></div>
146 </body>
147 </html>