206 lines
8.3 KiB
HTML
206 lines
8.3 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<title>WebGL Non-Power of 2 texture conformance test.</title>
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<script src="../../../resources/js-test.js"></script>
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<script src="resources/webgl-test.js"> </script>
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<script src="resources/webgl-test-utils.js"> </script>
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</head>
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<body>
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<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></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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attribute vec4 vPosition;
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attribute vec2 texCoord0;
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varying vec2 texCoord;
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void main()
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{
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gl_Position = vPosition;
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texCoord = texCoord0;
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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 mediump float;
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#endif
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uniform samplerCube tex;
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varying vec2 texCoord;
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void main()
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{
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gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1)));
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}
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</script>
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<script>
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if (window.internals)
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window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
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var wtu = WebGLTestUtils;
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var canvas = document.getElementById("example");
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var gl = wtu.create3DContext(canvas);
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var program = wtu.setupTexturedQuad(gl);
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glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
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// Make 3 textures by using 3 active texture units.
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var textures = [];
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for (var ii = 0; ii < 3; ++ii) {
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var tex = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0 + ii);
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gl.bindTexture(gl.TEXTURE_2D, tex);
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textures[ii] = tex;
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}
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shouldBe("gl.getError()", "gl.NO_ERROR");
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// Alternate POT and NPOT textures, ending with NPOT.
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//
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// 1. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in NPOT texture)
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gl.activeTexture(gl.TEXTURE0 + 0);
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wtu.fillTexture(gl, textures[0], 5, 3, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D[0] with NPOT texture with level > 0 should return INVALID_VALUE");
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gl.activeTexture(gl.TEXTURE0 + 1);
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wtu.fillTexture(gl, textures[1], 4, 4, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[1] with POT texture with level > 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 2);
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wtu.fillTexture(gl, textures[2], 5, 3, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D[2] with NPOT texture with level > 0 should return INVALID_VALUE");
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// 2. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in POT texture)
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gl.activeTexture(gl.TEXTURE0 + 0);
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wtu.fillTexture(gl, textures[0], 4, 4, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[0] with POT texture with level > 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 1);
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wtu.fillTexture(gl, textures[1], 5, 3, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D[1] with POT texture with level > 0 should return INVALID_VALUE");
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gl.activeTexture(gl.TEXTURE0 + 2);
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wtu.fillTexture(gl, textures[2], 4, 4, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[2] with POT texture with level > 0 should succeed");
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// 3. Check that an NPOT texture on level 0 succeeds (alternating, ending in NPOT texture)
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gl.activeTexture(gl.TEXTURE0 + 0);
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wtu.fillTexture(gl, textures[0], 5, 3, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[0] with NPOT texture at level 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 1);
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wtu.fillTexture(gl, textures[1], 4, 4, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[1] with POT texture at level 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 2);
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wtu.fillTexture(gl, textures[2], 5, 3, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[2] with NPOT texture at level 0 should succeed");
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// 4. Check that an NPOT texture on level 0 succeeds (alternating, ending in POT texture)
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gl.activeTexture(gl.TEXTURE0 + 0);
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wtu.fillTexture(gl, textures[0], 4, 4, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[0] with POT texture at level 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 1);
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wtu.fillTexture(gl, textures[1], 5, 3, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[1] with NPOT texture at level 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 2);
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wtu.fillTexture(gl, textures[2], 4, 4, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[2] with POT texture at level 0 should succeed");
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debug("");
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debug("check using cubemap");
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var program = wtu.setupProgram(
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gl,
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[wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
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wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
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['vPosition', 'texCoord0'], [0, 1]);
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// Make 3 textures by using 3 active texture units.
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var cubeTextures = [];
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for (var ii = 0; ii < 3; ++ii) {
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var tex = gl.createTexture();
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gl.activeTexture(gl.TEXTURE0 + ii);
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
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cubeTextures[ii] = tex;
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}
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shouldBe("gl.getError()", "gl.NO_ERROR");
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// 5. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in NPOT texture)
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gl.activeTexture(gl.TEXTURE0 + 0);
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fillCubeTexture(gl, cubeTextures[0], 5, 3, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
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gl.activeTexture(gl.TEXTURE0 + 1);
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fillCubeTexture(gl, cubeTextures[1], 4, 4, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture with level > 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 2);
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fillCubeTexture(gl, cubeTextures[2], 5, 3, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
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// 6. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in POT texture)
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gl.activeTexture(gl.TEXTURE0 + 0);
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fillCubeTexture(gl, cubeTextures[0], 4, 4, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture with level > 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 1);
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fillCubeTexture(gl, cubeTextures[1], 5, 3, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE");
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gl.activeTexture(gl.TEXTURE0 + 2);
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fillCubeTexture(gl, cubeTextures[2], 4, 4, [0, 192, 128, 255], 1);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture with level > 0 should succeed");
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// 7. Check that an NPOT texture on level 0 succeeds (alternating, ending in NPOT texture)
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gl.activeTexture(gl.TEXTURE0 + 0);
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fillCubeTexture(gl, cubeTextures[0], 5, 5, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with NPOT texture at level 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 1);
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fillCubeTexture(gl, cubeTextures[1], 4, 4, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture at level 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 2);
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fillCubeTexture(gl, cubeTextures[2], 5, 5, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with NPOT texture at level 0 should succeed");
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// 8. Check that an NPOT texture on level 0 succeeds (alternating, ending in POT texture)
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gl.activeTexture(gl.TEXTURE0 + 0);
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fillCubeTexture(gl, cubeTextures[0], 4, 4, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture at level 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 1);
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fillCubeTexture(gl, cubeTextures[1], 5, 5, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with NPOT texture at level 0 should succeed");
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gl.activeTexture(gl.TEXTURE0 + 2);
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fillCubeTexture(gl, cubeTextures[2], 4, 4, [0, 192, 128, 255]);
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glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture at level 0 should succeed");
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function fillCubeTexture(gl, tex, width, height, color, opt_level) {
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opt_level = opt_level || 0;
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var canvas = document.createElement('canvas');
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canvas.width = width;
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canvas.height = height;
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var ctx2d = canvas.getContext('2d');
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ctx2d.fillStyle = "rgba(" + color[0] + "," + color[1] + "," + color[2] + "," + color[3] + ")";
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ctx2d.fillRect(0, 0, width, height);
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
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var targets = [
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gl.TEXTURE_CUBE_MAP_POSITIVE_X,
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gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
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gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
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gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
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gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
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gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
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for (var tt = 0; tt < targets.length; ++tt) {
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gl.texImage2D(
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targets[tt], opt_level, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
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}
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};
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</script>
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</body>
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</html>
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