117 lines
3.5 KiB
HTML
117 lines
3.5 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta name="viewport" content="width=device-width">
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<script src="../../../resources/js-test-pre.js"></script>
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<script src="resources/webgl-test.js"> </script>
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</head>
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<body>
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<canvas id="example" width="400" height="400" style="width: 400px; height: 400px;"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="x-shader/x-vertex">
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#ifdef GL_ES
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precision highp float;
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#endif
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attribute vec2 vPosition;
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uniform mat3 world;
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void main()
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{
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gl_Position = vec4((world * vec3(vPosition, 1)).xy, 0, 1);
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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#ifdef GL_ES
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precision highp float;
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#endif
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void main()
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{
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gl_FragColor = vec4(0, 1, 0, 1);
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}
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</script>
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<script>
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function init()
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{
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if (window.initNonKhronosFramework)
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window.initNonKhronosFramework(false);
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debug("Checks that multisample resolve has no timing issues");
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var canvas = document.getElementById("example");
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gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "index" ], [ 1, 1, 1, 1 ], 1, { antialias: true });
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shouldBeTrue("gl.getContextAttributes().antialias");
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loc = gl.getUniformLocation(gl.program, "world");
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.BLEND);
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var coordinates = new Float32Array([ 0,1, 1,1, 0,0, 0,0, 1,1, 1,0]);
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vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(gl.ARRAY_BUFFER, coordinates, gl.STATIC_DRAW);
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shouldBe("gl.getError()", "gl.NO_ERROR");
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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shouldBe("gl.getError()", "gl.NO_ERROR");
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}
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function drawQuad(x, y) {
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gl.uniformMatrix3fv(loc, false, new Float32Array([2 * quadSizeInPixels / canvas.width, 0, 0, 0, 2 * quadSizeInPixels / canvas.height, 0, quadSizeInPixels * x * 2 / canvas.width - 1, quadSizeInPixels * y * 2 / canvas.height - 1, 1]));
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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//shouldBe("gl.getError()", "gl.NO_ERROR");
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}
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var loc;
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var vertexObject;
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var canvas = document.getElementById("example");
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var data = new Uint8Array(canvas.width * canvas.height * 4);
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var width;
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var height;
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init();
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var quadSizeInPixels = 4;
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window.jsTestIsAsync = true;
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var counter = 0;
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function fillCanvas() {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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for (var i = 0; i < canvas.width / quadSizeInPixels; ++i) {
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for (var j = 0; j < canvas.height / quadSizeInPixels; ++j) {
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drawQuad(i, j);
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}
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}
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gl.readPixels(0, 0, canvas.width, canvas.height, gl.RGBA, gl.UNSIGNED_BYTE, data);
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counter = counter + 1;
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for (width = 0; width < 1; ++width) {
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for (height = 0; height < 1; ++height) {
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// Reduce test spam
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if (data[4 * (height * canvas.height + width) + 0] != 0)
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shouldBe("0", "data[4 * (height * canvas.height + width) + 0]");
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if (data[4 * (height * canvas.height + width) + 1] != 255)
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shouldBe("255", "data[4 * (height * canvas.height + width) + 1]");
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if (data[4 * (height * canvas.height + width) + 2] != 0)
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shouldBe("0", "data[4 * (height * canvas.height + width) + 2]");
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if (data[4 * (height * canvas.height + width) + 3] != 255)
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shouldBe("255", "data[4 * (height * canvas.height + width) + 3]");
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}
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}
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if (counter < 20)
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window.requestAnimationFrame(fillCanvas);
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else {
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finishJSTest();
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gl.deleteBuffer(vertexObject);
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}
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}
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window.requestAnimationFrame(fillCanvas);
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</script>
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<script src="../../../resources/js-test-post.js"></script>
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</body>
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</html> |