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+<!--
+Copyright (c) 2022 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>GLSL texture bias test</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<script src="../../js/glsl-conformance-test.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description("Texture bias should both function and respect limits.");
+
+function runTest(gl) {
+ // no if idea any drivers have a giant limit like 2^32 so just in case.
+ const kMaxMaxTextureSize = 256 * 1024 * 1024;
+ const maxTextureSize = Math.min(kMaxMaxTextureSize, gl.getParameter(gl.MAX_TEXTURE_SIZE));
+ const maxLODs = (Math.log2(maxTextureSize) | 0) + 1;
+ const maxTextureLODBias = gl.getParameter(gl.MAX_TEXTURE_LOD_BIAS);
+
+ debug(`maxTextureSize: ${maxTextureSize}`);
+ debug(`maxLODs: ${maxLODs}`);
+ debug(`maxTextureLODBias: ${maxTextureLODBias}`);
+
+ const vs = `#version 300 es
+ uniform float uvMult;
+ out vec2 v_uv;
+ void main() {
+ vec2 xy = vec2(
+ gl_VertexID % 2,
+ (gl_VertexID / 2 + gl_VertexID / 3) % 2);
+
+ gl_Position = vec4(xy * 2. - 1.0, 0, 1);
+ v_uv = xy * uvMult;
+ }
+ `;
+ const fs = `#version 300 es
+ precision highp float;
+ uniform sampler2D tex;
+ uniform float biasMult;
+ in vec2 v_uv;
+ out vec4 fragColor;
+ void main() {
+ vec4 texColor = texture(tex, v_uv, (gl_FragCoord.x - 0.5) * biasMult); // the color we care about
+ vec4 texelColor = texelFetch(tex, ivec2(0), int(gl_FragCoord)); // just a sanity check
+ vec4 coordColor = vec4((100.0 + gl_FragCoord.x - 0.5) / 255.0); // another sanity check
+ fragColor = mix(texColor, coordColor, step(1.0, gl_FragCoord.y)); // line < 1 = texColor, line >= 1 = coordColor
+ fragColor = mix(fragColor, texelColor, step(2.0, gl_FragCoord.y)); // line < 2 = fragColor, line >= 2 = texelColor
+ }
+ `;
+ const program = wtu.setupProgram(gl, [vs, fs]);
+ const uvMultLoc = gl.getUniformLocation(program, 'uvMult');
+ const biasLoc = gl.getUniformLocation(program, 'biasMult');
+
+ gl.canvas.width = maxLODs;
+ gl.canvas.height = 3;
+ gl.viewport(0, 0, maxLODs, 3);
+
+ // create a texture where each mip is a different color (1, 2, 3, ...)
+ const tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST);
+ gl.texStorage2D(gl.TEXTURE_2D, maxLODs, gl.RGBA8, maxTextureSize, 1);
+ {
+ let level = 0;
+ for (let width = maxTextureSize; width > 0; width = width / 2 | 0) {
+ const pixels = new Uint8Array(width * 1 * 4);
+ pixels.fill(level + 1);
+ debug(`fill mip level: ${level}, width: ${width}`);
+ gl.texSubImage2D(gl.TEXTURE_2D, level, 0, 0, width, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ ++level;
+ }
+ }
+
+ // Draw each mip. Result should be [mip0, mip1, mip2, ...]
+ debug("");
+ debug("check positive bias");
+ // set the UVs so we'd get mip level 0 for every pixel
+ gl.uniform1f(uvMultLoc, maxLODs / maxTextureSize);
+ gl.uniform1f(biasLoc, 1);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ const clampPlusMinus = (v, limit) => Math.min(limit, Math.max(-limit, v));
+
+ const checkResults = (gl, biasMult) => {
+ const base = biasMult > 0 ? 1 : maxLODs;
+ for (let i = 0; i < maxLODs; ++i) {
+ {
+ const expected = new Array(4).fill(clampPlusMinus(i * biasMult, maxTextureLODBias) + base);
+ wtu.checkCanvasRect(gl, i, 0, 1, 1, expected, `should be: ${expected}`);
+ }
+ {
+ const expected = new Array(4).fill(100 + i);
+ wtu.checkCanvasRect(gl, i, 1, 1, 1, expected, `should be: ${expected}`);
+ }
+ {
+ const expected = new Array(4).fill(i + 1);
+ wtu.checkCanvasRect(gl, i, 2, 1, 1, expected, `should be: ${expected}`);
+ }
+ }
+ }
+
+ checkResults(gl, 1);
+
+ // Draw each mip. Result should be [mipMax, mipMax - 1, mipMax - 2, ...]
+ debug("");
+ debug("check negative bias");
+ // set the UVs so we'd get highest mip level (the 1x1 level mip) for every pixel
+ gl.uniform1f(uvMultLoc, maxLODs);
+ gl.uniform1f(biasLoc, -1);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+ checkResults(gl, -1);
+
+ finishTest();
+}
+
+const wtu = WebGLTestUtils;
+
+const gl = wtu.create3DContext(undefined, undefined, 2);
+
+var successfullyParsed = true;
+
+if (!gl) {
+ testFailed("Unable to initialize WebGL 2.0 context.");
+} else {
+ runTest(gl);
+}
+
+</script>
+</body>
+</html>