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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/glsl/samplers/glsl-function-texture2dprojlod.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/samplers/glsl-function-texture2dprojlod.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/samplers/glsl-function-texture2dprojlod.html | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/samplers/glsl-function-texture2dprojlod.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/samplers/glsl-function-texture2dprojlod.html new file mode 100644 index 0000000000..c7c091ee8e --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/samplers/glsl-function-texture2dprojlod.html @@ -0,0 +1,162 @@ +<!-- +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. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL texture2D GLSL conformance test.</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> +<script src="../../../js/js-test-pre.js"></script> +<script src="../../../js/webgl-test-utils.js"> </script> +</head> +<body> +<canvas id="example" width="256" height="256" style="width: 16px; height: 16px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader2dvec3" type="x-shader/x-vertex"> +attribute vec4 vPosition; +varying vec4 color; +uniform sampler2D tex; +uniform float divisor; +uniform float lod; +void main() { + gl_Position = vPosition; + color = texture2DProjLod(tex, vec3(0.75 * divisor, 0.25 * divisor, divisor), lod); +} +</script> +<script id="vshader2dvec4" type="x-shader/x-vertex"> +attribute vec4 vPosition; +varying vec4 color; +uniform sampler2D tex; +uniform float divisor; +uniform float lod; +void main() { + gl_Position = vPosition; + color = texture2DProjLod(tex, vec4(0.75 * divisor, 0.25 * divisor, 123.0, divisor), lod); +} +</script> +<script id="fshader2d" type="x-shader/x-fragment"> +precision mediump float; +varying vec4 color; +void main() { + gl_FragData[0] = color; +} +</script> +<script> +"use strict"; +description("tests GLSL texture2DProjLod function"); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("example"); + +shouldBe("canvas.width", "256"); +shouldBe("canvas.height", "256"); + +var colors = [ + {name: 'red', color:[255, 0, 0, 255]}, + {name: 'green', color:[0, 255, 0, 255]}, + {name: 'blue', color:[0, 0, 255, 255]}, + {name: 'yellow', color:[255, 255, 0, 255]}, + {name: 'magenta', color:[255, 0, 255, 255]}, + {name: 'cyan', color:[0, 255, 255, 255]}, + {name: 'pink', color:[255, 128, 128, 255]}, + {name: 'gray', color:[128, 128, 128, 255]}, + {name: 'light green', color:[128, 255, 128, 255]}, +]; +var contextTypes = ["2d", "webgl"]; +var vectorTypes = ["vec3", "vec4"]; + +var gl = wtu.create3DContext(canvas); +if (gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) > 0) { + runTest(); +} else { + testPassed("MAX_VERTEX_TEXTURE_IMAGE_UNITS == 0, this is okay."); +} + + +function runTest() { + // Avoid creating a WebGL context for every test, as it causes: + // Too many active WebGL contexts. Oldest context will be lost. + var canvasWebGL = document.createElement("canvas"); + var ctxWebGL = canvasWebGL.getContext("webgl"); + + // Might as well do the same for canvas 2d + var canvas2d = document.createElement("canvas"); + var ctx2d = canvas2d.getContext("2d"); + + shouldBe("colors.length", "9"); + contextTypes.forEach((context) => { + vectorTypes.forEach((vectorType) => { + debug(""); + debug(`testing ${context} context with ${vectorType} vertex shader`); + var program = wtu.setupProgram( + gl, ['vshader2d' + vectorType, 'fshader2d'], ['vPosition', 'texCoord0'], [0, 1]); + wtu.setupUnitQuad(gl, 0, 1); + + var tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texParameteri( + gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + + // Fill the top right quadrant of each texture level with one of the colors + for (var ii = 0; ii < colors.length; ++ii) { + var color = colors[ii]; + var size = Math.pow(2, colors.length - ii - 1); + + if (context === "2d") { + canvas2d.width = size; + canvas2d.height = size; + ctx2d.fillStyle = "rgb(0,0,0)"; + ctx2d.fillRect(0, 0, size, size); + ctx2d.fillStyle = "rgb(" + color.color[0] + "," + color.color[1] + "," + color.color[2] + ")"; + ctx2d.fillRect(size / 2, 0, size / 2, size / 2); + gl.texImage2D(gl.TEXTURE_2D, ii, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); + } else if (context === "webgl") { + canvasWebGL.width = canvasWebGL.height = size; + ctxWebGL.clearColor(0, 0, 0, 1); + ctxWebGL.clear(gl.COLOR_BUFFER_BIT); + ctxWebGL.enable(gl.SCISSOR_TEST); + ctxWebGL.scissor(size/2, size/2, size/2, size/2) + ctxWebGL.clearColor(color.color[0]/255, color.color[1]/255, color.color[2]/255, 1) + ctxWebGL.clear(gl.COLOR_BUFFER_BIT); + gl.texImage2D(gl.TEXTURE_2D, ii, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvasWebGL); + } + } + + var lodLoc = gl.getUniformLocation(program, "lod"); + var divLoc = gl.getUniformLocation(program, "divisor"); + + for (var div = 1; div < 4; ++div) { + for (var ii = 0; ii < colors.length - 1; ++ii) { + gl.uniform1f(lodLoc, ii); + gl.uniform1f(divLoc, div); + var lodColor = colors[ii]; + var size = Math.pow(2, colors.length - ii - 1); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas( + gl, lodColor.color, + "sampling with lod = " + ii + + " divider = " + div + + " should be " + lodColor.name); + } + } + }); + }); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); +} + +var successfullyParsed = true; + +</script> +<script src="../../../js/js-test-post.js"></script> + +</body> +</html> |