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/*
Copyright (c) 2019 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.
*/
function generateTest(internalFormat, pixelFormat, pixelType, prologue, resourcePath, defaultContextVersion) {
var wtu = WebGLTestUtils;
var tiu = TexImageUtils;
var gl = null;
var successfullyParsed = false;
var imgCanvas;
var redColor = [255, 0, 0];
var greenColor = [0, 255, 0];
function init()
{
description('Verify texImage3D and texSubImage3D code paths taking SVG image elements (' + internalFormat + '/' + pixelFormat + '/' + pixelType + ')');
// Set the default context version while still allowing the webglVersion URL query string to override it.
wtu.setDefault3DContextVersion(defaultContextVersion);
gl = wtu.create3DContext("example");
if (!prologue(gl)) {
finishTest();
return;
}
switch (gl[pixelFormat]) {
case gl.RED:
case gl.RED_INTEGER:
greenColor = [0, 0, 0];
break;
default:
break;
}
gl.clearColor(0,0,0,1);
gl.clearDepth(1);
wtu.loadTexture(gl, resourcePath + "red-green.svg", runTest);
}
function runOneIteration(image, flipY, topColor, bottomColor, bindingTarget, program)
{
debug('Testing ' + ' with flipY=' + flipY + ' bindingTarget=' +
(bindingTarget == gl.TEXTURE_3D ? 'TEXTURE_3D' : 'TEXTURE_2D_ARRAY'));
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Disable any writes to the alpha channel
gl.colorMask(1, 1, 1, 0);
var texture = gl.createTexture();
// Bind the texture to texture unit 0
gl.bindTexture(bindingTarget, texture);
// Set up texture parameters
gl.texParameteri(bindingTarget, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(bindingTarget, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Set up pixel store parameters
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
wtu.failIfGLError(gl, 'gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);');
// Upload the image into the texture
// Initialize the texture to black first
gl.texImage3D(bindingTarget, 0, gl[internalFormat], image.width, image.height, 1 /* depth */, 0,
gl[pixelFormat], gl[pixelType], null);
gl.texSubImage3D(bindingTarget, 0, 0, 0, 0, image.width, image.height, 1 /* depth */,
gl[pixelFormat], gl[pixelType], image);
// Draw the triangles
wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
// Check a few pixels near the top and bottom and make sure they have
// the right color.
debug("Checking lower left corner");
wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor,
"shouldBe " + bottomColor);
debug("Checking upper left corner");
wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor,
"shouldBe " + topColor);
}
function runTest(image)
{
var program = tiu.setupTexturedQuadWith3D(gl, internalFormat);
runTestOnBindingTarget(image, gl.TEXTURE_3D, program);
program = tiu.setupTexturedQuadWith2DArray(gl, internalFormat);
runTestOnBindingTarget(image, gl.TEXTURE_2D_ARRAY, program);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
finishTest();
}
function runTestOnBindingTarget(image, bindingTarget, program) {
var cases = [
{ flipY: true, topColor: redColor, bottomColor: greenColor },
{ flipY: false, topColor: greenColor, bottomColor: redColor },
];
for (var i in cases) {
runOneIteration(image, cases[i].flipY,
cases[i].topColor, cases[i].bottomColor,
bindingTarget, program);
}
}
return init;
}
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