haikuwebkit/LayoutTests/fast/canvas/webgl/tex-image-and-sub-image-2d-...

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<html>
<head>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"></script>
</head>
<body>
<canvas id="example" width="1px" height="2px"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
description('Verifies texImage2D and texSubImage2D code paths taking ArrayBufferView');
var wtu = WebGLTestUtils;
var gl = null;
var textureLoc = null;
// These two declarations need to be global for "shouldBe" to see them
var buf = null;
var idx = 0;
var pixel = [0, 0, 0, 1];
var correctColor = null;
function generateRGBAData(type, unpackAlignment)
{
var sourceData = [ 255, 0, 0, 255,
0, 255, 0, 0 ];
switch (type) {
case gl.UNSIGNED_BYTE: {
var rowWidth = Math.max(unpackAlignment, 4);
var data = new Uint8Array(2 * rowWidth);
for (var y = 0; y < 2; ++y) {
var index = y * rowWidth;
for (var element = 0; element < 4; ++element) {
data[index + element] = sourceData[4 * y + element];
}
}
return data;
}
case gl.UNSIGNED_SHORT_4_4_4_4: {
var rowWidth = Math.max(unpackAlignment, 2) / 2;
var data = new Uint16Array(2 * rowWidth);
for (var y = 0; y < 2; ++y) {
var index = y * rowWidth;
data[index] = (((sourceData[4 * y] & 0xF0) << 8)
| ((sourceData[4 * y + 1] & 0xF0) << 4)
| (sourceData[4 * y + 2] & 0xF0)
| (sourceData[4 * y + 3] >> 4));
}
return data;
}
case gl.UNSIGNED_SHORT_5_5_5_1: {
var rowWidth = Math.max(unpackAlignment, 2) / 2;
var data = new Uint16Array(2 * rowWidth);
for (var y = 0; y < 2; ++y) {
var index = y * rowWidth;
data[index] = (((sourceData[4 * y] & 0xF8) << 8)
| ((sourceData[4 * y + 1] & 0xF8) << 3)
| ((sourceData[4 * y + 2] & 0xF8) >> 2)
| (sourceData[4 * y + 3] >> 7));
}
return data;
}
}
}
function typeToString(type)
{
switch (type) {
case gl.UNSIGNED_BYTE: return 'UNSIGNED_BYTE';
case gl.UNSIGNED_SHORT_5_5_5_1: return 'UNSIGNED_SHORT_5_5_5_1';
case gl.UNSIGNED_SHORT_4_4_4_4: return 'UNSIGNED_SHORT_4_4_4_4';
}
return 'Unknown type ' + type;
}
function runOneIteration(useTexSubImage2D, type, unpackAlignment, flipY, premultiplyAlpha, topColor, bottomColor)
{
debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
' with type=' + typeToString(type) +
', unpackAlignment=' + unpackAlignment +
', flipY=' + flipY + ', premultiplyAlpha=' + premultiplyAlpha);
gl.colorMask(true, true, true, true);
gl.clearColor(0, 0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Enable writes to the RGB channels
gl.colorMask(true, true, true, false);
var texture = gl.createTexture();
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture parameters
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Set up pixel store parameters
gl.pixelStorei(gl.UNPACK_ALIGNMENT, unpackAlignment);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, premultiplyAlpha);
// Generate the data
var data = generateRGBAData(type, unpackAlignment);
if (gl.getError() != gl.NO_ERROR)
testFailed("GL error before texture upload");
// Upload the image into the texture
if (useTexSubImage2D) {
// Initialize the texture to black first
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0,
gl.RGBA, type, null);
if (gl.getError() != gl.NO_ERROR)
testFailed("GL error after texImage2D(null)");
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 2, gl.RGBA, type, data);
if (gl.getError() != gl.NO_ERROR)
testFailed("GL error after texSubImage2D");
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0, gl.RGBA, type, data);
if (gl.getError() != gl.NO_ERROR)
testFailed("GL error after texImage2D");
}
// Point the uniform sampler to texture unit 0
gl.uniform1i(textureLoc, 0);
// Draw the triangles
wtu.drawQuad(gl, [0, 0, 0, 255]);
// Read back the rendering results
buf = new Uint8Array(1 * 2 * 4);
gl.readPixels(0, 0, 1, 2, gl.RGBA, gl.UNSIGNED_BYTE, buf);
// Check the top pixel and bottom pixel and make sure they have
// the right color.
debug("Checking bottom pixel");
wtu.checkCanvasRect(gl, 0, 0, 1, 1, bottomColor, "shouldBe " + bottomColor);
debug("Checking top pixel");
wtu.checkCanvasRect(gl, 0, 1, 1, 1, topColor, "shouldBe " + topColor);
}
function runTest()
{
var red = [255, 0, 0, 255];
var green = [0, 255, 0, 255];
var redPremultiplyAlpha = [255, 0, 0, 255];
var greenPremultiplyAlpha = [0, 0, 0, 255];
var types = [ gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_5_5_5_1, gl.UNSIGNED_SHORT_4_4_4_4 ];
var unpackAlignments = [ 1, 2, 4, 8 ];
for (var i = 0; i < types.length; ++i) {
var type = types[i];
for (var j = 0; j < unpackAlignments.length; ++j) {
var unpackAlignment = unpackAlignments[j];
runOneIteration(false, type, unpackAlignment, true, false,
red, green);
runOneIteration(false, type, unpackAlignment, false, false,
green, red);
runOneIteration(false, type, unpackAlignment, true, true,
redPremultiplyAlpha, greenPremultiplyAlpha);
runOneIteration(false, type, unpackAlignment, false, true,
greenPremultiplyAlpha, redPremultiplyAlpha);
runOneIteration(true, type, unpackAlignment, true, false,
red, green);
runOneIteration(true, type, unpackAlignment, false, false,
green, red);
runOneIteration(true, type, unpackAlignment, true, true,
redPremultiplyAlpha, greenPremultiplyAlpha);
runOneIteration(true, type, unpackAlignment, false, true,
greenPremultiplyAlpha, redPremultiplyAlpha);
}
}
}
var canvas = document.getElementById("example");
gl = wtu.create3DContext(canvas);
var program = wtu.setupTexturedQuad(gl);
gl.disable(gl.BLEND);
gl.clearColor(0,0,0,1);
gl.clearDepth(1);
textureLoc = gl.getUniformLocation(program, "tex");
runTest();
</script>
</body>
</html>