468 lines
20 KiB
JavaScript
468 lines
20 KiB
JavaScript
/*
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Copyright (c) 2019 The Khronos Group Inc.
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Use of this source code is governed by an MIT-style license that can be
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found in the LICENSE.txt file.
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*/
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function generateTest(internalFormat, pixelFormat, pixelType, prologue, resourcePath, defaultContextVersion) {
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var wtu = WebGLTestUtils;
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var tiu = TexImageUtils;
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var gl = null;
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var successfullyParsed = false;
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var whiteColor = [255, 255, 255, 255];
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var redColor = [255, 0, 0, 255];
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var greenColor = [0, 255, 0, 255];
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var semiTransparentRedColor = [127, 0, 0, 127];
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var semiTransparentGreenColor = [0, 127, 0, 127];
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var repeatCount;
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function replicateRedChannel(color)
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{
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color[1] = color[0];
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color[2] = color[0];
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}
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function zapColorChannels(color)
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{
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color[0] = 0;
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color[1] = 0;
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color[2] = 0;
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}
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function setAlphaChannelTo1(color)
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{
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color[3] = 255;
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}
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function replicateAllRedChannels()
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{
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replicateRedChannel(redColor);
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replicateRedChannel(semiTransparentRedColor);
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replicateRedChannel(greenColor);
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replicateRedChannel(semiTransparentGreenColor);
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}
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function setAllAlphaChannelsTo1()
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{
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setAlphaChannelTo1(redColor);
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setAlphaChannelTo1(semiTransparentRedColor);
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setAlphaChannelTo1(greenColor);
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setAlphaChannelTo1(semiTransparentGreenColor);
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}
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function repeatCountForTextureFormat(internalFormat, pixelFormat, pixelType)
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{
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// There were bugs in early WebGL 1.0 implementations when repeatedly uploading canvas
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// elements into textures. In response, this test was changed into a regression test by
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// repeating all of the cases multiple times. Unfortunately, this means that adding a new
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// case above significantly increases the run time of the test suite. The problem is made
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// even worse by the addition of many more texture formats in WebGL 2.0.
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//
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// Doing repeated runs with just a couple of WebGL 1.0's supported texture formats acts as a
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// sufficient regression test for the old bugs. For this reason the test has been changed to
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// only repeat for those texture formats.
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if ((internalFormat == 'RGBA' && pixelFormat == 'RGBA' && pixelType == 'UNSIGNED_BYTE') ||
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(internalFormat == 'RGB' && pixelFormat == 'RGB' && pixelType == 'UNSIGNED_BYTE')) {
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return 4;
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}
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return 1;
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}
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function init()
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{
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description('Verify texImage2D and texSubImage2D code paths taking canvas elements (' + internalFormat + '/' + pixelFormat + '/' + pixelType + ')');
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// Set the default context version while still allowing the webglVersion URL query string to override it.
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wtu.setDefault3DContextVersion(defaultContextVersion);
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gl = wtu.create3DContext("example");
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if (!prologue(gl)) {
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finishTest();
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return;
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}
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repeatCount = repeatCountForTextureFormat(internalFormat, pixelFormat, pixelType);
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switch (gl[pixelFormat]) {
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case gl.RED:
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case gl.RED_INTEGER:
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// Zap green and blue channels.
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whiteColor[1] = 0;
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whiteColor[2] = 0;
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greenColor[1] = 0;
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semiTransparentGreenColor[1] = 0;
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// Alpha channel is 1.0.
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setAllAlphaChannelsTo1();
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break;
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case gl.RG:
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case gl.RG_INTEGER:
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// Zap blue channel.
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whiteColor[2] = 0;
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// Alpha channel is 1.0.
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setAllAlphaChannelsTo1();
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break;
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case gl.LUMINANCE:
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// Replicate red channels.
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replicateAllRedChannels();
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// Alpha channel is 1.0.
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setAllAlphaChannelsTo1();
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break;
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case gl.ALPHA:
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// Red, green and blue channels are all 0.0.
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zapColorChannels(redColor);
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zapColorChannels(semiTransparentRedColor);
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zapColorChannels(greenColor);
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zapColorChannels(semiTransparentGreenColor);
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zapColorChannels(whiteColor);
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break;
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case gl.LUMINANCE_ALPHA:
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// Replicate red channels.
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replicateAllRedChannels();
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break;
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case gl.RGB:
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case gl.RGB_INTEGER:
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// Alpha channel is 1.0.
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setAllAlphaChannelsTo1();
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break;
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default:
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break;
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}
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switch (gl[internalFormat]) {
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case gl.SRGB8:
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case gl.SRGB8_ALPHA8:
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semiTransparentRedColor = wtu.sRGBToLinear(semiTransparentRedColor);
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semiTransparentGreenColor = wtu.sRGBToLinear(semiTransparentGreenColor);
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break;
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case gl.RGBA8UI:
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// For int and uint textures, TexImageUtils outputs the maximum value (in this case,
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// 255) for the alpha channel all the time because of differences in behavior when
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// sampling integer textures with and without alpha channels. Since changing this
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// behavior may have large impact across the test suite, leave it as is for now.
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setAllAlphaChannelsTo1();
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break;
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}
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gl.clearColor(0,0,0,1);
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gl.clearDepth(1);
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runTest();
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}
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function setCanvasToRedGreen(ctx) {
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var width = ctx.canvas.width;
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var height = ctx.canvas.height;
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var halfHeight = Math.floor(height / 2);
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ctx.clearRect(0, 0, width, height);
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ctx.fillStyle = "#ff0000";
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ctx.fillRect(0, 0, width, halfHeight);
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ctx.fillStyle = "#00ff00";
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ctx.fillRect(0, halfHeight, width, height - halfHeight);
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}
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function setCanvasToSemiTransparentRedGreen(ctx) {
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var width = ctx.canvas.width;
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var height = ctx.canvas.height;
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var halfHeight = Math.floor(height / 2);
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ctx.clearRect(0, 0, width, height);
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ctx.fillStyle = "rgba(127, 0, 0, 0.5)";
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ctx.fillRect(0, 0, width, halfHeight);
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ctx.fillStyle = "rgba(0, 127, 0, 0.5)";
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ctx.fillRect(0, halfHeight, width, height - halfHeight);
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}
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function drawTextInCanvas(ctx, bindingTarget) {
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var width = ctx.canvas.width;
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var height = ctx.canvas.height;
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ctx.fillStyle = "#ffffff";
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ctx.fillRect(0, 0, width, height);
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ctx.font = '20pt Arial';
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ctx.fillStyle = 'black';
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ctx.textAlign = "center";
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ctx.textBaseline = "middle";
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ctx.fillText("1234567890", width / 2, height / 4);
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}
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function setCanvasTo257x257(ctx, bindingTarget) {
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ctx.canvas.width = 257;
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ctx.canvas.height = 257;
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setCanvasToRedGreen(ctx);
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}
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function setCanvasTo257x257SemiTransparent(ctx, bindingTarget) {
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ctx.canvas.width = 257;
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ctx.canvas.height = 257;
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setCanvasToSemiTransparentRedGreen(ctx);
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}
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function setCanvasToMin(ctx, bindingTarget) {
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if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
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// cube map texture must be square.
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ctx.canvas.width = 2;
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} else {
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ctx.canvas.width = 1;
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}
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ctx.canvas.height = 2;
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setCanvasToRedGreen(ctx);
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}
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function setCanvasToMinSemiTransparent(ctx, bindingTarget) {
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if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
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// cube map texture must be square.
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ctx.canvas.width = 2;
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} else {
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ctx.canvas.width = 1;
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}
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ctx.canvas.height = 2;
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setCanvasToSemiTransparentRedGreen(ctx);
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}
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function runOneIteration(canvas, useTexSubImage2D, flipY, semiTransparent, program, bindingTarget, opt_texture, opt_fontTest)
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{
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var objType = 'canvas';
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if (canvas.transferToImageBitmap)
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objType = 'OffscreenCanvas';
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debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
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' with flipY=' + flipY + ' bindingTarget=' + (bindingTarget == gl.TEXTURE_2D ? 'TEXTURE_2D' : 'TEXTURE_CUBE_MAP') +
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' canvas size: ' + canvas.width + 'x' + canvas.height +
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' source object type: ' + objType +
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(opt_fontTest ? " with fonts" : " with" + (semiTransparent ? " semi-transparent" : "") + " red-green"));
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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if (!opt_texture) {
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var texture = gl.createTexture();
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// Bind the texture to texture unit 0
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gl.bindTexture(bindingTarget, texture);
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// Set up texture parameters
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gl.texParameteri(bindingTarget, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(bindingTarget, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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} else {
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var texture = opt_texture;
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}
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// Set up pixel store parameters
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
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wtu.failIfGLError(gl, 'gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);');
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var targets = [gl.TEXTURE_2D];
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if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
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targets = [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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}
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// Upload the image into the texture
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for (var tt = 0; tt < targets.length; ++tt) {
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// Initialize the texture to black first
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if (useTexSubImage2D) {
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gl.texImage2D(targets[tt], 0, gl[internalFormat], canvas.width, canvas.height, 0,
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gl[pixelFormat], gl[pixelType], null);
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gl.texSubImage2D(targets[tt], 0, 0, 0, gl[pixelFormat], gl[pixelType], canvas);
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} else {
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gl.texImage2D(targets[tt], 0, gl[internalFormat], gl[pixelFormat], gl[pixelType], canvas);
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}
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}
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var width = gl.canvas.width;
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var height = gl.canvas.height;
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var halfWidth = Math.floor(width / 2);
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var halfHeight = Math.floor(height / 2);
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var top = flipY ? 0 : (height - halfHeight);
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var bottom = flipY ? (height - halfHeight) : 0;
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var loc;
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if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
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loc = gl.getUniformLocation(program, "face");
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}
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for (var tt = 0; tt < targets.length; ++tt) {
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if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
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gl.uniform1i(loc, targets[tt]);
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}
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// Draw the triangles
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wtu.clearAndDrawUnitQuad(gl, [0, 255, 0, 255]);
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if (opt_fontTest) {
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// check half is a solid color.
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wtu.checkCanvasRect(
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gl, 0, top, width, halfHeight,
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whiteColor,
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"should be white");
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// check other half is not a solid color.
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wtu.checkCanvasRectColor(
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gl, 0, bottom, width, halfHeight,
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whiteColor, 0,
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function() {
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testFailed("font missing");
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},
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function() {
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testPassed("font rendered");
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},
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debug);
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} else {
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var localRed = semiTransparent ? semiTransparentRedColor : redColor;
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var localGreen = semiTransparent ? semiTransparentGreenColor : greenColor;
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// Allow a tolerance for premultiplication/unmultiplication, especially for texture
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// formats with lower bit depths.
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var tolerance = 0;
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if (semiTransparent) {
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tolerance = 3;
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if (pixelType == 'UNSIGNED_SHORT_5_6_5' || internalFormat == 'RGB565') {
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tolerance = 6;
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} else if (pixelType == 'UNSIGNED_SHORT_4_4_4_4' || internalFormat == 'RGBA4') {
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tolerance = 9;
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} else if (pixelType == 'UNSIGNED_SHORT_5_5_5_1' || internalFormat == 'RGB5_A1') {
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// Semi-transparent values are allowed to convert to either 1 or 0 for this
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// single-bit alpha format per OpenGL ES 3.0.5 section 2.1.6.2, "Conversion
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// from Floating-Point to Normalized Fixed-Point". Ignore alpha for these
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// tests.
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tolerance = 6;
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localRed = localRed.slice(0, 3);
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localGreen = localGreen.slice(0, 3);
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} else if (internalFormat == 'RGB10_A2') {
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// The alpha channel is too low-resolution for any meaningful comparisons.
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localRed = localRed.slice(0, 3);
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localGreen = localGreen.slice(0, 3);
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}
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}
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// Check the top and bottom halves and make sure they have the right color.
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debug("Checking " + (flipY ? "top" : "bottom"));
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wtu.checkCanvasRect(gl, 0, bottom, width, halfHeight, localRed,
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"shouldBe " + localRed, tolerance);
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debug("Checking " + (flipY ? "bottom" : "top"));
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wtu.checkCanvasRect(gl, 0, top, width, halfHeight, localGreen,
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"shouldBe " + localGreen, tolerance);
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}
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if (!useTexSubImage2D && pixelFormat == "RGBA") {
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if (pixelType == "FLOAT") {
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// Attempt to set a pixel in the texture to ensure the texture was
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// actually created with floats. Regression test for http://crbug.com/484968
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var pixels = new Float32Array([1000.0, 1000.0, 1000.0, 1000.0]);
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gl.texSubImage2D(targets[tt], 0, 0, 0, 1, 1, gl[pixelFormat], gl[pixelType], pixels);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Texture should be backed by floats");
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} else if (pixelType == "HALF_FLOAT_OES" || pixelType == "HALF_FLOAT") {
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// Attempt to set a pixel in the texture to ensure the texture was
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// actually created with half-floats. Regression test for http://crbug.com/484968
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var halfFloatTenK = 0x70E2; // Half float 10000
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var pixels = new Uint16Array([halfFloatTenK, halfFloatTenK, halfFloatTenK, halfFloatTenK]);
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gl.texSubImage2D(targets[tt], 0, 0, 0, 1, 1, gl[pixelFormat], gl[pixelType], pixels);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Texture should be backed by half-floats");
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}
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}
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}
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if (false) {
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var m = wtu.makeImageFromCanvas(gl.canvas);
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document.getElementById("console").appendChild(m);
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document.getElementById("console").appendChild(document.createElement("hr"));
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}
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return texture;
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}
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function runTest()
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{
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var canvas = document.createElement('canvas');
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var cases = [
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{ canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasToMin },
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{ canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: false },
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{ canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: false },
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{ canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: false },
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{ canvas: canvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasToMinSemiTransparent },
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{ canvas: canvas, sub: false, flipY: false, semiTransparent: true, font: false },
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{ canvas: canvas, sub: true, flipY: true, semiTransparent: true, font: false },
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{ canvas: canvas, sub: true, flipY: false, semiTransparent: true, font: false },
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{ canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasTo257x257 },
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{ canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: false },
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{ canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: false },
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{ canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: false },
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{ canvas: canvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasTo257x257SemiTransparent },
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{ canvas: canvas, sub: false, flipY: false, semiTransparent: true, font: false },
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{ canvas: canvas, sub: true, flipY: true, semiTransparent: true, font: false },
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{ canvas: canvas, sub: true, flipY: false, semiTransparent: true, font: false },
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];
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// The font tests don't work with ALPHA-only textures since they draw to the color channels.
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if (internalFormat != 'ALPHA') {
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cases = cases.concat([
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{ canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: true, init: drawTextInCanvas },
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{ canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: true },
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{ canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: true },
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{ canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: true },
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]);
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}
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if (window.OffscreenCanvas) {
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var offscreenCanvas = new OffscreenCanvas(1, 1);
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cases = cases.concat([
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{ canvas: offscreenCanvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasToMin },
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{ canvas: offscreenCanvas, sub: false, flipY: false, semiTransparent: false, font: false },
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{ canvas: offscreenCanvas, sub: true, flipY: true, semiTransparent: false, font: false },
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{ canvas: offscreenCanvas, sub: true, flipY: false, semiTransparent: false, font: false },
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{ canvas: offscreenCanvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasToMinSemiTransparent },
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{ canvas: offscreenCanvas, sub: false, flipY: false, semiTransparent: true, font: false },
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{ canvas: offscreenCanvas, sub: true, flipY: true, semiTransparent: true, font: false },
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{ canvas: offscreenCanvas, sub: true, flipY: false, semiTransparent: true, font: false },
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]);
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}
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function runTexImageTest(bindingTarget) {
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var program;
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if (bindingTarget == gl.TEXTURE_2D) {
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program = tiu.setupTexturedQuad(gl, internalFormat);
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} else {
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program = tiu.setupTexturedQuadWithCubeMap(gl, internalFormat);
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}
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return new Promise(function(resolve, reject) {
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var count = repeatCount;
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var caseNdx = 0;
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var texture = undefined;
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function runNextTest() {
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var c = cases[caseNdx];
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var imageDataBefore = null;
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if (c.init) {
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c.init(c.canvas.getContext('2d'), bindingTarget);
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}
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texture = runOneIteration(c.canvas, c.sub, c.flipY, c.semiTransparent, program, bindingTarget, texture, c.font);
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// for the first 2 iterations always make a new texture.
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if (count < 2) {
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gl.deleteTexture(texture);
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texture = undefined;
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}
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++caseNdx;
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if (caseNdx == cases.length) {
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caseNdx = 0;
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--count;
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if (!count) {
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resolve("SUCCESS");
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return;
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}
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}
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// While we are working with Canvases, it's really unlikely that
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// waiting for composition will change anything here, and it's much
|
|
// slower, so just dispatchPromise. If we want to test with composites,
|
|
// we should test a more narrow subset of tests.
|
|
wtu.dispatchPromise(runNextTest);
|
|
}
|
|
runNextTest();
|
|
});
|
|
}
|
|
|
|
runTexImageTest(gl.TEXTURE_2D).then(function(val) {
|
|
runTexImageTest(gl.TEXTURE_CUBE_MAP).then(function(val) {
|
|
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
|
|
finishTest();
|
|
});
|
|
});
|
|
}
|
|
|
|
return init;
|
|
}
|