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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/limits/gl-max-texture-dimensions.html | 109 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/limits/gl-max-texture-dimensions.html b/dom/canvas/test/webgl-conf/checkout/conformance/limits/gl-max-texture-dimensions.html new file mode 100644 index 0000000000..a9c5850225 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/limits/gl-max-texture-dimensions.html @@ -0,0 +1,109 @@ +<!-- +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 the max advertized texture size is supported.</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="4" height="4" style="width: 40px; height: 30px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> +attribute vec4 vPosition; +attribute vec2 texCoord0; +varying vec2 texCoord; +void main() +{ + gl_Position = vPosition; + texCoord = texCoord0; +} +</script> + +<script id="fshader" type="x-shader/x-fragment"> +precision mediump float; +uniform samplerCube tex; +varying vec2 texCoord; +void main() +{ + gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1))); +} +</script> +<script> +"use strict"; +description(document.title); +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example"); +var program = wtu.setupTexturedQuad(gl); + +function shouldBePowerOfTwo(n, name) { + var power = Math.round(Math.log(n) / Math.log(2)); + if (Math.pow(2, power) == n) { + testPassed(name + ' is a power of two.'); + } else { + testFailed(name + ' should be a power of two, but was ' + n); + } +} + +// Note: It seems like a reasonable assuption that a 1xN texture size should +// work. Even 1 by 128k is only 512k +var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); +debug("advertised max size: " + maxSize); +debug("verifying max size is power-of-two (implied by GLES 2.0 section 3.7.1)"); +shouldBePowerOfTwo(maxSize, 'Max size'); +var testSize = Math.min(maxSize, 128 * 1024); +var pixels = new Uint8Array(testSize * 4); +for (var ii = 0; ii < testSize; ++ii) { + var off = ii * 4; + pixels[off + 0] = 0; + pixels[off + 1] = 255; + pixels[off + 2] = 128; + pixels[off + 3] = 255; +} +var tex = gl.createTexture(); +gl.bindTexture(gl.TEXTURE_2D, tex); + +debug("test " + testSize + "x1"); +gl.texImage2D( + gl.TEXTURE_2D, 0, gl.RGBA, testSize, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, + pixels); +gl.generateMipmap(gl.TEXTURE_2D); + +wtu.clearAndDrawUnitQuad(gl); +wtu.checkCanvas(gl, [0, 255, 128, 255], + "Should be 0, 255, 128, 255"); +debug("test 1x" + testSize); +gl.texImage2D( + gl.TEXTURE_2D, 0, gl.RGBA, 1, testSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, + pixels); +gl.generateMipmap(gl.TEXTURE_2D); + +wtu.clearAndDrawUnitQuad(gl); +wtu.checkCanvas(gl, [0, 255, 128, 255], + "Should be 0, 255, 128, 255"); + +var program = wtu.setupProgram( + gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]); + +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); + +// NOTE: We can't easily test cube maps because they require width == height +// and we might not have enough memory for maxSize by maxSize texture. + +var successfullyParsed = true; + +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> + + |