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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>Conformance test for WebGL2 texStorage2D and texStorage3D with compressed format</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>
+<div id="description"></div>
+<canvas id="canvas" width="64" height="64"> </canvas>
+<div id="console"></div>
+
+
+<script>
+"use strict";
+description("This test verifies that texStorage2D and texStorage3D " +
+ "accept compressed internalformats.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, null, 2);
+
+// Either of these extensions should be available on all WebGL 2.0 contexts
+const WEBGL_compressed_texture_etc = gl.getExtension("WEBGL_compressed_texture_etc");
+const WEBGL_compressed_texture_s3tc = gl.getExtension("WEBGL_compressed_texture_s3tc");
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ if (WEBGL_compressed_texture_etc) {
+ debug("Testing WEBGL_compressed_texture_etc formats");
+
+ // These compressed formats are in Table 3.19 from the OpenGL ES 3.0.4 spec.
+ runTexCompressedFormatsTest([
+ WEBGL_compressed_texture_etc.COMPRESSED_R11_EAC,
+ WEBGL_compressed_texture_etc.COMPRESSED_SIGNED_R11_EAC,
+ WEBGL_compressed_texture_etc.COMPRESSED_RG11_EAC,
+ WEBGL_compressed_texture_etc.COMPRESSED_SIGNED_RG11_EAC,
+ WEBGL_compressed_texture_etc.COMPRESSED_RGB8_ETC2,
+ WEBGL_compressed_texture_etc.COMPRESSED_SRGB8_ETC2,
+ WEBGL_compressed_texture_etc.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2,
+ WEBGL_compressed_texture_etc.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2,
+ WEBGL_compressed_texture_etc.COMPRESSED_RGBA8_ETC2_EAC,
+ WEBGL_compressed_texture_etc.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC,
+ ]);
+ } else {
+ testPassed("No WEBGL_compressed_texture_etc support -- this is legal");
+ }
+
+ if (WEBGL_compressed_texture_s3tc) {
+ debug("Testing WEBGL_compressed_texture_s3tc formats");
+
+ runTexCompressedFormatsTest([
+ WEBGL_compressed_texture_s3tc.COMPRESSED_RGB_S3TC_DXT1_EXT,
+ WEBGL_compressed_texture_s3tc.COMPRESSED_RGBA_S3TC_DXT1_EXT,
+ WEBGL_compressed_texture_s3tc.COMPRESSED_RGBA_S3TC_DXT3_EXT,
+ WEBGL_compressed_texture_s3tc.COMPRESSED_RGBA_S3TC_DXT5_EXT,
+ ]);
+ } else {
+ testPassed("No WEBGL_compressed_texture_s3tc support -- this is legal");
+ }
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+}
+
+function enumToString(value) {
+ return wtu.glEnumToString(gl, value);
+}
+
+function runTexCompressedFormatsTest(texCompressedFormats)
+{
+ wtu.setupUnitQuad(gl);
+
+ gl.useProgram(wtu.setupSimpleTextureProgramESSL300(gl, undefined, undefined,
+ `#version 300 es
+ precision mediump float;
+ uniform mediump sampler2DArray tex;
+ in vec2 texCoord;
+ out vec4 out_color;
+ void main() {
+ out_color = texture(tex, vec3(texCoord, 0));
+ }`
+ ));
+
+ texCompressedFormats.forEach(function(internalformat){
+ // Test a 2D texture.
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texStorage2D(gl.TEXTURE_2D, 1, internalformat, 4, 4);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "texStorage2D should succeed for " + enumToString(internalformat));
+ gl.deleteTexture(tex);
+
+ // GLES 3.0.4 p147: + EXT_texture_compression_s3tc:
+ // If internalformat is an ETC2/EAC/DXT1/DXT3/DXT5
+ // format, CompressedTexImage3D will generate an INVALID_OPERATION error if
+ // target is not TEXTURE_2D_ARRAY.
+
+ // Test the 3D texture targets.
+ var tex3d = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_3D, tex3d);
+ gl.texStorage3D(gl.TEXTURE_3D, 1, internalformat, 4, 4, 1);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "texStorage3D(TEXTURE_3D) should fail for " + enumToString(internalformat));
+ gl.deleteTexture(tex3d);
+
+ var tex2dArr = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D_ARRAY, tex2dArr);
+ gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, internalformat, 4, 4, 1);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "texStorage3D(TEXTURE_2D_ARRAY) should succeed for " + enumToString(internalformat));
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing unit quad from empty texture");
+ gl.deleteTexture(tex2dArr);
+ });
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../../js/js-test-post.js"></script>
+
+</body>
+</html>