104 lines
4 KiB
JavaScript
104 lines
4 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 imgCanvas;
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var redColor = [255, 0, 0];
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var greenColor = [0, 255, 0];
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function init()
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{
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description('Verify texImage3D and texSubImage3D code paths taking SVG image 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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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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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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wtu.loadTexture(gl, resourcePath + "red-green.svg", runTest);
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}
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function runOneIteration(image, flipY, topColor, bottomColor, bindingTarget, program)
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{
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debug('Testing ' + ' with flipY=' + flipY + ' bindingTarget=' +
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(bindingTarget == gl.TEXTURE_3D ? 'TEXTURE_3D' : 'TEXTURE_2D_ARRAY'));
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Disable any writes to the alpha channel
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gl.colorMask(1, 1, 1, 0);
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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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// 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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// Upload the image into the texture
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// Initialize the texture to black first
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gl.texImage3D(bindingTarget, 0, gl[internalFormat], image.width, image.height, 1 /* depth */, 0,
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gl[pixelFormat], gl[pixelType], null);
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gl.texSubImage3D(bindingTarget, 0, 0, 0, 0, image.width, image.height, 1 /* depth */,
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gl[pixelFormat], gl[pixelType], image);
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// Draw the triangles
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wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
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// Check a few pixels near the top and bottom and make sure they have
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// the right color.
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debug("Checking lower left corner");
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wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor,
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"shouldBe " + bottomColor);
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debug("Checking upper left corner");
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wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor,
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"shouldBe " + topColor);
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}
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function runTest(image)
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{
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var program = tiu.setupTexturedQuadWith3D(gl, internalFormat);
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runTestOnBindingTarget(image, gl.TEXTURE_3D, program);
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program = tiu.setupTexturedQuadWith2DArray(gl, internalFormat);
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runTestOnBindingTarget(image, gl.TEXTURE_2D_ARRAY, program);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
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finishTest();
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}
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function runTestOnBindingTarget(image, bindingTarget, program) {
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var cases = [
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{ flipY: true, topColor: redColor, bottomColor: greenColor },
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{ flipY: false, topColor: greenColor, bottomColor: redColor },
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];
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for (var i in cases) {
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runOneIteration(image, cases[i].flipY,
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cases[i].topColor, cases[i].bottomColor,
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bindingTarget, program);
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}
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}
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return init;
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}
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