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