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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.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<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>
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+
+uniform sampler2D tex;
+varying vec2 texCoord;
+
+void main()
+{
+ float intensity = texture2D(tex, texCoord).a;
+ gl_FragColor = vec4(intensity, intensity, intensity, 1.0);
+}
+</script>
+
+</head>
+<body>
+<canvas id="example" width="256" height="1"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description('Tests texSubImage2D upload path from Uint8Array');
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("example");
+var gl = wtu.create3DContext(canvas);
+gl.disable(gl.DITHER);
+var program = wtu.setupProgram(
+ gl,
+ [wtu.simpleTextureVertexShader, "fshader"],
+ ['vPosition', 'texCoord0']);
+wtu.setupUnitQuad(gl);
+var textureWidth = 256;
+var textureHeight = 1;
+
+var textureLoc = gl.getUniformLocation(program, "tex");
+
+var texture = gl.createTexture();
+gl.bindTexture(gl.TEXTURE_2D, texture);
+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_MIN_FILTER, gl.NEAREST);
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+// Allocate the texture object
+gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null);
+// Prepare the image data
+var array = new Uint8Array(textureWidth);
+for (var i = 0; i < textureWidth; i++)
+ array[i] = i;
+// Fill the texture object with data -- this is actually the code path being tested
+gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA, gl.UNSIGNED_BYTE, array);
+
+// Clear and set up
+gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+gl.bindTexture(gl.TEXTURE_2D, texture);
+gl.useProgram(program);
+gl.uniform1i(textureLoc, 0);
+// Draw the texture to the frame buffer
+gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+// Read back the frame buffer
+var buf = new Uint8Array(textureWidth * textureHeight * 4);
+gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+
+// Verify the frame buffer's contents
+var passed = true;
+for (var i = 0; i < textureWidth; i++) {
+ var val = i;
+ if (buf[4 * i + 0] != val ||
+ buf[4 * i + 1] != val ||
+ buf[4 * i + 2] != val) {
+ testFailed("pixel at (" + i + ", 0) was (" +
+ buf[4 * i + 0] + ", " +
+ buf[4 * i + 1] + ", " +
+ buf[4 * i + 2] + "), should be (" +
+ val + ", " + val + ", " + val + ")");
+ passed = false;
+ break;
+ }
+}
+
+if (passed)
+ testPassed("");
+
+var successfullyParsed = true;
+</script>
+<script src="../../../js/js-test-post.js"></script>
+</body>
+</html>