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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/tex-sub-image-2d.html | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/tex-sub-image-2d.html b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/tex-sub-image-2d.html new file mode 100644 index 0000000000..0d72946613 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/tex-sub-image-2d.html @@ -0,0 +1,101 @@ +<!-- +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> |