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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/rendering/vertex-texture-fetch.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/rendering/vertex-texture-fetch.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/rendering/vertex-texture-fetch.html | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/vertex-texture-fetch.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/vertex-texture-fetch.html new file mode 100644 index 0000000000..7b014e1d66 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/vertex-texture-fetch.html @@ -0,0 +1,91 @@ +<!-- +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 Vertex Texture Fetch.</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> +</head> +<body> +<canvas id="example" width="1" height="1" style="width: 40px; height: 40px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vs" type="text/something-not-javascript"> +attribute vec4 a_position; +attribute vec2 a_texCoord; +uniform sampler2D u_texture; +varying vec4 color; +void main() { + gl_Position = a_position; + color = texture2D(u_texture, a_texCoord); +} +</script> +<script id="fs" type="text/something-not-javascript"> +precision mediump float; +varying vec4 color; +void main() { + gl_FragColor = color; +} +</script> +<script> +"use strict"; +description("checks that vertex texture fetch, if supported, operates correctly."); +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example"); +if (!gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS)) { + testPassed("No vertex texture image units (vertex texture fetch not supported) -- this is legal"); +} else { + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, + new Uint8Array([ + 255, 0, 0, 255, + 0, 255, 0, 255, + 0, 0, 255, 255, + 255, 255, 0, 255])); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + 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); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); + + var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vTexCoord"]); + gl.uniform1i(gl.getUniformLocation(program, "u_texture"), 0); + gl.disable(gl.BLEND); + gl.disable(gl.DEPTH_TEST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initWebGL"); + var bufferObjects = wtu.setupUnitQuad(gl, 0); + gl.disableVertexAttribArray(1); + + gl.vertexAttrib2f(1, 0, 0); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red."); + + gl.vertexAttrib2f(1, 1, 0); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 255, 0, 255], "Should be green."); + + gl.vertexAttrib2f(1, 0, 1); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 0, 255, 255], "Should be blue."); + + gl.vertexAttrib2f(1, 1, 1); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [255, 255, 0, 255], "Should be yellow."); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); +} + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |