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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/more/functions/copyTexImage2D.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/more/functions/copyTexImage2D.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/more/functions/copyTexImage2D.html | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/copyTexImage2D.html b/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/copyTexImage2D.html new file mode 100644 index 0000000000..8aaebf396d --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/copyTexImage2D.html @@ -0,0 +1,109 @@ +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<!-- +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. +--> +<link rel="stylesheet" type="text/css" href="../unit.css" /> +<script type="application/javascript" src="../unit.js"></script> +<script type="application/javascript" src="../util.js"></script> +<script type="application/javascript"> + +Tests.startUnit = function () { + var canvas = document.getElementById('gl'); + var gl = wrapGLContext(getGLContext(canvas)); + return [gl]; +} + +Tests.setup = function(gl) { + var tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + var texCubeMap = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap); + return [gl] +} + +Tests.teardown = function(gl,tex, texCubeMap) { + gl.bindTexture(gl.TEXTURE_2D, null); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); + gl.deleteTexture(tex); + gl.deleteTexture(texCubeMap); +} + +Tests.testTexImage2D = function(gl) { + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,1,1,0); + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,2,1,0); + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,1,2,0); + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,16,16,0); + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 15,15,1,1,0); + var valid_targets = [ + gl.TEXTURE_2D, + gl.TEXTURE_CUBE_MAP_POSITIVE_X, + gl.TEXTURE_CUBE_MAP_NEGATIVE_X, + gl.TEXTURE_CUBE_MAP_POSITIVE_Y, + gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, + gl.TEXTURE_CUBE_MAP_POSITIVE_Z, + gl.TEXTURE_CUBE_MAP_NEGATIVE_Z + ]; + valid_targets.forEach(function(t) { + assertOk(function(){gl.copyTexImage2D(t, 0, gl.RGBA, 0,0,1,1,0);}); + }); +} +Tests.testRoundtrip = function(gl) { + var sh = new Filter(gl, 'identity-flip-vert', 'identity-frag'); + gl.clearColor(1.0, 0.0, 0.0, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT); + var buf = new Uint8Array(4); + gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf); + assertEquals([255,0,0,255], [buf[0], buf[1], buf[2], buf[3]]); + // red texture + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0,0,16,16,0); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.clearColor(0.0, 0.0, 1.0, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT); + // blue framebuffer + gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf); + assertEquals([0,0,255,255], [buf[0], buf[1], buf[2], buf[3]]); + sh.apply(); // paint it with texture + gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, buf); + assertEquals([255,0,0,255], [buf[0], buf[1], buf[2], buf[3]]); + sh.destroy(); +} + +Tests.endUnit = function(gl) { +} + +</script> +<script id="identity-flip-vert" type="x-shader/x-vertex"> +attribute vec3 Vertex; +attribute vec2 Tex; + +varying vec4 texCoord0; +void main() +{ + texCoord0 = vec4(Tex.s, 1.0-Tex.t, 0.0, 0.0); + gl_Position = vec4(Vertex, 1.0); +} +</script> +<script id="identity-frag" type="x-shader/x-fragment"> +precision mediump float; + +uniform sampler2D Texture; + +varying vec4 texCoord0; +void main() +{ + vec4 c = texture2D(Texture, texCoord0.st); + gl_FragColor = c; +} +</script> +<style>canvas{ position:absolute; }</style> +</head><body> +<canvas id="gl" width="16" height="16"></canvas> +</body></html> |