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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/texture-bias.html')
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1 files changed, 146 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/texture-bias.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/texture-bias.html new file mode 100644 index 0000000000..0c30eb7129 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/texture-bias.html @@ -0,0 +1,146 @@ +<!-- +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> |