298 lines
12 KiB
JavaScript
298 lines
12 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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"use strict";
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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 redColor = [255, 0, 0, 255];
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var greenColor = [0, 255, 0, 255];
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var repeatCount;
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function shouldRepeatTestForTextureFormat(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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return ((internalFormat == 'RGBA' && pixelFormat == 'RGBA' && pixelType == 'UNSIGNED_BYTE') ||
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(internalFormat == 'RGB' && pixelFormat == 'RGB' && pixelType == 'UNSIGNED_BYTE'));
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}
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async function init()
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{
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description('Verify texImage2D and texSubImage2D code paths taking webgl 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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return;
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}
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repeatCount = (shouldRepeatTestForTextureFormat(internalFormat, pixelFormat, pixelType) ? 4 : 1);
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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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greenColor = [0, 0, 0];
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break;
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case gl.LUMINANCE:
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case gl.LUMINANCE_ALPHA:
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redColor = [255, 255, 255];
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greenColor = [0, 0, 0];
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break;
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case gl.ALPHA:
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redColor = [0, 0, 0];
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greenColor = [0, 0, 0];
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break;
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default:
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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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await runTest();
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}
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function setCanvasToRedGreen(ctx, hasAlpha) {
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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.viewport(0, 0, width, height);
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ctx.enable(ctx.SCISSOR_TEST);
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ctx.scissor(0, 0, width, halfHeight);
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if (hasAlpha) {
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ctx.clearColor(1.0, 0, 0, 1.0);
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} else {
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// The WebGL implementation is responsible for making all
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// alpha values appear as though they were 1.0.
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ctx.clearColor(1.0, 0, 0, 0.0);
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}
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ctx.clear(ctx.COLOR_BUFFER_BIT);
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ctx.scissor(0, halfHeight, width, height - halfHeight);
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if (hasAlpha) {
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ctx.clearColor(0.0, 1.0, 0, 1.0);
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} else {
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// The WebGL implementation is responsible for making all
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// alpha values appear as though they were 1.0.
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ctx.clearColor(0.0, 1.0, 0, 0.0);
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}
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ctx.clear(ctx.COLOR_BUFFER_BIT);
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ctx.disable(ctx.SCISSOR_TEST);
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}
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function setCanvasTo257x257(ctx, bindingTarget, hasAlpha) {
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ctx.canvas.width = 257;
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ctx.canvas.height = 257;
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setCanvasToRedGreen(ctx, hasAlpha);
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}
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function setCanvasToMin(ctx, bindingTarget, hasAlpha) {
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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, hasAlpha);
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}
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function runOneIteration(canvas, useTexSubImage2D, alpha, flipY, program, bindingTarget, opt_texture)
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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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else if (canvas.parentNode)
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objType = 'canvas attached to DOM';
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debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') + ' with alpha=' +
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alpha + ' flipY=' + flipY + ' source object: ' + objType +
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' bindingTarget=' + (bindingTarget == gl.TEXTURE_2D ? 'TEXTURE_2D' : 'TEXTURE_CUBE_MAP') +
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' canvas size: ' + canvas.width + 'x' + canvas.height + ' with 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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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors before pixelStorei setup");
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_FLIP_Y_WEBGL");
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_PREMULTIPLY_ALPHA_WEBGL");
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gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_COLORSPACE_CONVERSION_WEBGL");
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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 ? (height - halfHeight) : 0;
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var bottom = flipY ? 0 : (height - halfHeight);
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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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// 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, redColor,
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"shouldBe " + redColor);
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debug("Checking " + (flipY ? "bottom" : "top"));
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wtu.checkCanvasRect(gl, 0, top, width, halfHeight, greenColor,
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"shouldBe " + greenColor);
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}
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if (false) {
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var ma = wtu.makeImageFromCanvas(canvas);
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document.getElementById("console").appendChild(ma);
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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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async function runTest()
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{
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for (let alpha of [ true, false ]) {
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let ctx = wtu.create3DContext(null, { alpha:alpha });
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let canvas = ctx.canvas;
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// Note: We use preserveDrawingBuffer:true to prevent canvas
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// visibility from interfering with the tests.
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let visibleCtx = wtu.create3DContext(null, { preserveDrawingBuffer:true, alpha:alpha });
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if (!visibleCtx) {
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testFailed("context does not exist");
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return;
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}
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let visibleCanvas = visibleCtx.canvas;
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let descriptionNode = document.getElementById("description");
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document.body.insertBefore(visibleCanvas, descriptionNode);
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let cases = [
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{ sub: false, flipY: true, ctx: ctx, init: setCanvasToMin },
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{ sub: false, flipY: false, ctx: ctx },
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{ sub: true, flipY: true, ctx: ctx },
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{ sub: true, flipY: false, ctx: ctx },
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{ sub: false, flipY: true, ctx: ctx, init: setCanvasTo257x257 },
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{ sub: false, flipY: false, ctx: ctx },
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{ sub: true, flipY: true, ctx: ctx },
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{ sub: true, flipY: false, ctx: ctx },
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{ sub: false, flipY: true, ctx: visibleCtx, init: setCanvasToMin },
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{ sub: false, flipY: false, ctx: visibleCtx },
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{ sub: true, flipY: true, ctx: visibleCtx },
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{ sub: true, flipY: false, ctx: visibleCtx },
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];
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if (window.OffscreenCanvas) {
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let offscreen = new OffscreenCanvas(1, 1);
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let offscreenCtx = wtu.create3DContext(offscreen, { alpha:alpha });
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cases = cases.concat([
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{ sub: false, flipY: true, ctx: offscreenCtx, init: setCanvasToMin },
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{ sub: false, flipY: false, ctx: offscreenCtx },
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{ sub: true, flipY: true, ctx: offscreenCtx },
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{ sub: true, flipY: false, ctx: offscreenCtx },
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]);
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}
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async function runTexImageTest(bindingTarget) {
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let 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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let count = repeatCount;
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let caseNdx = 0;
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let texture = undefined;
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while (true) {
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let c = cases[caseNdx];
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if (c.init) {
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c.init(c.ctx, bindingTarget, alpha);
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}
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texture = runOneIteration(c.ctx.canvas, c.sub, alpha, c.flipY, program, bindingTarget, texture);
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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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return;
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}
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await wtu.dispatchPromise(function() {});
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}
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}
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await runTexImageTest(gl.TEXTURE_2D);
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await runTexImageTest(gl.TEXTURE_CUBE_MAP);
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}
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
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}
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return function() {
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init().then(function(val) {
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finishTest();
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});
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};
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}
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