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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">
+<title>WebGL texture mipmap conformance test.</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: 16px; height: 16px;"></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 sampler2D tex;
+varying vec2 texCoord;
+void main()
+{
+ gl_FragColor = texture2D(tex, texCoord);
+}
+</script>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("example");
+var gl = wtu.create3DContext(canvas, undefined, 2);
+
+description("Test srgb emulation for generateMipmap.");
+function generateMipmap()
+{
+ debug("Generate mipmaps for sRGB texture");
+
+ wtu.setupUnitQuad(gl, 0, 1);
+ var program = wtu.setupProgram(
+ gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]);
+
+ gl.disable(gl.DEPTH_TEST);
+ gl.disable(gl.BLEND);
+
+ var colors = {
+ blank: [0, 0, 0, 0],
+ srgba: [0, 63, 127, 255],
+ };
+
+ var texLoc = gl.getUniformLocation(program, "tex");
+ gl.uniform1i(texLoc, 0);
+
+ var width = 128;
+ var height = 128;
+ canvas.width = width;
+ canvas.height = height;
+ gl.viewport(0, 0, width, height);
+
+ var srgbTex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, srgbTex);
+ // Set full texture as srgba color first.
+ wtu.fillTexture(gl, srgbTex, width, height, colors['srgba'], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.SRGB8_ALPHA8);
+ // Set up-left region of the texture as red color.
+ // In order to make sure bi-linear interpolation operates on different colors, red region
+ // is 1 pixel smaller than a quarter of the full texture on each side.
+ var redWidth = width / 2 - 1;
+ var redHeight = height / 2 - 1;
+ var buf = new Uint8Array(redWidth * redHeight * 4);
+ for (var i = 0; i < redWidth * redHeight; i++) {
+ buf[4 * i + 0] = 255;
+ buf[4 * i + 1] = 0;
+ buf[4 * i + 2] = 0;
+ buf[4 * i + 3] = 255;
+ }
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, redWidth, redHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+ gl.generateMipmap(gl.TEXTURE_2D);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST);
+
+ // Decode the srgba texture to a linear texture which will be used as reference.
+ var linearTex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, linearTex);
+ wtu.fillTexture(gl, linearTex, width, height, wtu.sRGBToLinear(colors['srgba']), 0, gl.RGBA, gl.UNSIGNED_BYTE);
+ // Set up-left region of the texture as red color.
+ // In order to make sure bi-linear interpolation operates on different colors, red region
+ // is 1 pixel smaller than a quarter of the full texture on each side.
+ for (var i = 0; i < redWidth * redHeight; i++) {
+ buf[4 * i + 0] = 255;
+ buf[4 * i + 1] = 0;
+ buf[4 * i + 2] = 0;
+ buf[4 * i + 3] = 255;
+ }
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, redWidth, redHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+ gl.generateMipmap(gl.TEXTURE_2D);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST);
+
+ // Change canvas to a small size.
+ width = 64;
+ height = 64;
+ canvas.width = width;
+ canvas.height = height;
+ gl.viewport(0, 0, width, height);
+
+ // Draw with srgb texture and linear texture respectively.
+ gl.bindTexture(gl.TEXTURE_2D, srgbTex);
+ wtu.clearAndDrawUnitQuad(gl);
+ var result = new Uint8Array(width * height * 4);
+ gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, result);
+ gl.bindTexture(gl.TEXTURE_2D, linearTex);
+ wtu.clearAndDrawUnitQuad(gl);
+ var reference = new Uint8Array(width * height * 4);
+ gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, reference);
+
+ gl.deleteTexture(srgbTex);
+ gl.deleteTexture(linearTex);
+
+ var tolerance = 7;
+ var diff = new Uint8Array(width * height * 4);
+ var failed = wtu.comparePixels(result, reference, tolerance, diff);
+ if (failed) {
+ testFailed("Generate wrong mipmaps for sRGB texture.");
+ wtu.displayImageDiff(result, reference, diff, width, height);
+ } else {
+ testPassed("Generate correct mipmaps for sRGB texture.");
+ }
+}
+
+function generateMipmap_immutableTexture()
+{
+ debug("Generate mipmaps for immutable texture.");
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texStorage2D(gl.TEXTURE_2D, Math.log2(canvas.width), gl.SRGB8_ALPHA8, canvas.width, canvas.height);
+ gl.generateMipmap(gl.TEXTURE_2D);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "GenerateMipmap should succeed.");
+
+ gl.deleteTexture(tex);
+}
+
+function generateMipmap_widthHeightNotEqual()
+{
+ debug("Generate mipmaps when width and height are not equal.");
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, 64, 32, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.generateMipmap(gl.TEXTURE_2D);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "GenerateMipmap should succeed.");
+
+ gl.deleteTexture(tex);
+}
+
+function generateMipmap_maxLevelLessThanFullMipmapLevel()
+{
+ debug("Generate mipmaps when maxLevel is less than full mipmap level.");
+
+ wtu.setupUnitQuad(gl, 0, 1);
+ var program = wtu.setupProgram(
+ gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]);
+
+ var colors = [0, 63, 127, 255];
+
+ var texLoc = gl.getUniformLocation(program, "tex");
+ gl.uniform1i(texLoc, 0);
+
+ var width = 16;
+ var height = 16;
+ canvas.width = width;
+ canvas.height = height;
+ gl.viewport(0, 0, width, height);
+
+ var srgbTex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, srgbTex);
+ wtu.fillTexture(gl, srgbTex, width, height, colors, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.SRGB8_ALPHA8);
+
+ // Set max level, check if the max level mipmap is generated.
+ var max_level = 3;
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, max_level);
+ gl.generateMipmap(gl.TEXTURE_2D);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST);
+
+ width >>= max_level;
+ height >>= max_level;
+ canvas.width = width;
+ canvas.height = height;
+ gl.viewport(0, 0, width, height);
+
+ gl.bindTexture(gl.TEXTURE_2D, srgbTex);
+ wtu.clearAndDrawUnitQuad(gl);
+
+ var reference = wtu.sRGBToLinear(colors);
+ var msg;
+ wtu.checkCanvasRect(gl, 0, 0, width, height, reference, msg, [1,1,1,1]);
+
+ gl.deleteTexture(srgbTex);
+}
+
+generateMipmap();
+generateMipmap_immutableTexture();
+generateMipmap_widthHeightNotEqual();
+generateMipmap_maxLevelLessThanFullMipmapLevel();
+
+var successfullyParsed = true;
+</script>
+<script src="../../../js/js-test-post.js"></script>
+
+</body>
+</html>
+