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diff --git a/dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-canvas.js b/dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-canvas.js
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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.
+*/
+
+function generateTest(internalFormat, pixelFormat, pixelType, prologue, resourcePath, defaultContextVersion) {
+ var wtu = WebGLTestUtils;
+ var tiu = TexImageUtils;
+ var gl = null;
+ var successfullyParsed = false;
+ var whiteColor = [255, 255, 255, 255];
+ var redColor = [255, 0, 0, 255];
+ var greenColor = [0, 255, 0, 255];
+ var semiTransparentRedColor = [127, 0, 0, 127];
+ var semiTransparentGreenColor = [0, 127, 0, 127];
+ var repeatCount;
+
+ function replicateRedChannel(color)
+ {
+ color[1] = color[0];
+ color[2] = color[0];
+ }
+
+ function zapColorChannels(color)
+ {
+ color[0] = 0;
+ color[1] = 0;
+ color[2] = 0;
+ }
+
+ function setAlphaChannelTo1(color)
+ {
+ color[3] = 255;
+ }
+
+ function replicateAllRedChannels()
+ {
+ replicateRedChannel(redColor);
+ replicateRedChannel(semiTransparentRedColor);
+ replicateRedChannel(greenColor);
+ replicateRedChannel(semiTransparentGreenColor);
+ }
+
+ function setAllAlphaChannelsTo1()
+ {
+ setAlphaChannelTo1(redColor);
+ setAlphaChannelTo1(semiTransparentRedColor);
+ setAlphaChannelTo1(greenColor);
+ setAlphaChannelTo1(semiTransparentGreenColor);
+ }
+
+ function repeatCountForTextureFormat(internalFormat, pixelFormat, pixelType)
+ {
+ // There were bugs in early WebGL 1.0 implementations when repeatedly uploading canvas
+ // elements into textures. In response, this test was changed into a regression test by
+ // repeating all of the cases multiple times. Unfortunately, this means that adding a new
+ // case above significantly increases the run time of the test suite. The problem is made
+ // even worse by the addition of many more texture formats in WebGL 2.0.
+ //
+ // Doing repeated runs with just a couple of WebGL 1.0's supported texture formats acts as a
+ // sufficient regression test for the old bugs. For this reason the test has been changed to
+ // only repeat for those texture formats.
+ if ((internalFormat == 'RGBA' && pixelFormat == 'RGBA' && pixelType == 'UNSIGNED_BYTE') ||
+ (internalFormat == 'RGB' && pixelFormat == 'RGB' && pixelType == 'UNSIGNED_BYTE')) {
+ return 4;
+ }
+
+ return 1;
+ }
+
+ function init()
+ {
+ description('Verify texImage2D and texSubImage2D code paths taking canvas elements (' + internalFormat + '/' + pixelFormat + '/' + pixelType + ')');
+
+ // Set the default context version while still allowing the webglVersion URL query string to override it.
+ wtu.setDefault3DContextVersion(defaultContextVersion);
+ gl = wtu.create3DContext("example");
+
+ if (!prologue(gl)) {
+ finishTest();
+ return;
+ }
+
+ repeatCount = repeatCountForTextureFormat(internalFormat, pixelFormat, pixelType);
+
+ switch (gl[pixelFormat]) {
+ case gl.RED:
+ case gl.RED_INTEGER:
+ // Zap green and blue channels.
+ whiteColor[1] = 0;
+ whiteColor[2] = 0;
+ greenColor[1] = 0;
+ semiTransparentGreenColor[1] = 0;
+ // Alpha channel is 1.0.
+ setAllAlphaChannelsTo1();
+ break;
+ case gl.RG:
+ case gl.RG_INTEGER:
+ // Zap blue channel.
+ whiteColor[2] = 0;
+ // Alpha channel is 1.0.
+ setAllAlphaChannelsTo1();
+ break;
+ case gl.LUMINANCE:
+ // Replicate red channels.
+ replicateAllRedChannels();
+ // Alpha channel is 1.0.
+ setAllAlphaChannelsTo1();
+ break;
+ case gl.ALPHA:
+ // Red, green and blue channels are all 0.0.
+ zapColorChannels(redColor);
+ zapColorChannels(semiTransparentRedColor);
+ zapColorChannels(greenColor);
+ zapColorChannels(semiTransparentGreenColor);
+ zapColorChannels(whiteColor);
+ break;
+ case gl.LUMINANCE_ALPHA:
+ // Replicate red channels.
+ replicateAllRedChannels();
+ break;
+ case gl.RGB:
+ case gl.RGB_INTEGER:
+ // Alpha channel is 1.0.
+ setAllAlphaChannelsTo1();
+ break;
+ default:
+ break;
+ }
+
+ switch (gl[internalFormat]) {
+ case gl.SRGB8:
+ case gl.SRGB8_ALPHA8:
+ semiTransparentRedColor = wtu.sRGBToLinear(semiTransparentRedColor);
+ semiTransparentGreenColor = wtu.sRGBToLinear(semiTransparentGreenColor);
+ break;
+ case gl.RGBA8UI:
+ // For int and uint textures, TexImageUtils outputs the maximum value (in this case,
+ // 255) for the alpha channel all the time because of differences in behavior when
+ // sampling integer textures with and without alpha channels. Since changing this
+ // behavior may have large impact across the test suite, leave it as is for now.
+ setAllAlphaChannelsTo1();
+ break;
+ }
+
+ gl.clearColor(0,0,0,1);
+ gl.clearDepth(1);
+
+ runTest();
+ }
+
+ function setCanvasToRedGreen(ctx) {
+ var width = ctx.canvas.width;
+ var height = ctx.canvas.height;
+ var halfHeight = Math.floor(height / 2);
+ ctx.clearRect(0, 0, width, height);
+ ctx.fillStyle = "#ff0000";
+ ctx.fillRect(0, 0, width, halfHeight);
+ ctx.fillStyle = "#00ff00";
+ ctx.fillRect(0, halfHeight, width, height - halfHeight);
+ }
+
+ function setCanvasToSemiTransparentRedGreen(ctx) {
+ var width = ctx.canvas.width;
+ var height = ctx.canvas.height;
+ var halfHeight = Math.floor(height / 2);
+ ctx.clearRect(0, 0, width, height);
+ ctx.fillStyle = "rgba(127, 0, 0, 0.5)";
+ ctx.fillRect(0, 0, width, halfHeight);
+ ctx.fillStyle = "rgba(0, 127, 0, 0.5)";
+ ctx.fillRect(0, halfHeight, width, height - halfHeight);
+ }
+
+ function drawTextInCanvas(ctx, bindingTarget) {
+ var width = ctx.canvas.width;
+ var height = ctx.canvas.height;
+ ctx.fillStyle = "#ffffff";
+ ctx.fillRect(0, 0, width, height);
+ ctx.font = '20pt Arial';
+ ctx.fillStyle = 'black';
+ ctx.textAlign = "center";
+ ctx.textBaseline = "middle";
+ ctx.fillText("1234567890", width / 2, height / 4);
+ }
+
+ function setCanvasTo257x257(ctx, bindingTarget) {
+ ctx.canvas.width = 257;
+ ctx.canvas.height = 257;
+ setCanvasToRedGreen(ctx);
+ }
+
+ function setCanvasTo257x257SemiTransparent(ctx, bindingTarget) {
+ ctx.canvas.width = 257;
+ ctx.canvas.height = 257;
+ setCanvasToSemiTransparentRedGreen(ctx);
+ }
+
+ function setCanvasToMin(ctx, bindingTarget) {
+ if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
+ // cube map texture must be square.
+ ctx.canvas.width = 2;
+ } else {
+ ctx.canvas.width = 1;
+ }
+ ctx.canvas.height = 2;
+ setCanvasToRedGreen(ctx);
+ }
+
+ function setCanvasToMinSemiTransparent(ctx, bindingTarget) {
+ if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
+ // cube map texture must be square.
+ ctx.canvas.width = 2;
+ } else {
+ ctx.canvas.width = 1;
+ }
+ ctx.canvas.height = 2;
+ setCanvasToSemiTransparentRedGreen(ctx);
+ }
+
+ function runOneIteration(canvas, useTexSubImage2D, flipY, semiTransparent, program, bindingTarget, opt_texture, opt_fontTest)
+ {
+ var objType = 'canvas';
+ if (canvas.transferToImageBitmap)
+ objType = 'OffscreenCanvas';
+ debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
+ ' with flipY=' + flipY + ' bindingTarget=' + (bindingTarget == gl.TEXTURE_2D ? 'TEXTURE_2D' : 'TEXTURE_CUBE_MAP') +
+ ' canvas size: ' + canvas.width + 'x' + canvas.height +
+ ' source object type: ' + objType +
+ (opt_fontTest ? " with fonts" : " with" + (semiTransparent ? " semi-transparent" : "") + " red-green"));
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ if (!opt_texture) {
+ var texture = gl.createTexture();
+ // Bind the texture to texture unit 0
+ gl.bindTexture(bindingTarget, texture);
+ // Set up texture parameters
+ gl.texParameteri(bindingTarget, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(bindingTarget, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+ } else {
+ var texture = opt_texture;
+ }
+ // Set up pixel store parameters
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
+ wtu.failIfGLError(gl, 'gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);');
+ var targets = [gl.TEXTURE_2D];
+ if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
+ targets = [gl.TEXTURE_CUBE_MAP_POSITIVE_X,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
+ }
+ // Upload the image into the texture
+ for (var tt = 0; tt < targets.length; ++tt) {
+ // Initialize the texture to black first
+ if (useTexSubImage2D) {
+ gl.texImage2D(targets[tt], 0, gl[internalFormat], canvas.width, canvas.height, 0,
+ gl[pixelFormat], gl[pixelType], null);
+ gl.texSubImage2D(targets[tt], 0, 0, 0, gl[pixelFormat], gl[pixelType], canvas);
+ } else {
+ gl.texImage2D(targets[tt], 0, gl[internalFormat], gl[pixelFormat], gl[pixelType], canvas);
+ }
+ }
+
+ var width = gl.canvas.width;
+ var height = gl.canvas.height;
+ var halfWidth = Math.floor(width / 2);
+ var halfHeight = Math.floor(height / 2);
+ var top = flipY ? 0 : (height - halfHeight);
+ var bottom = flipY ? (height - halfHeight) : 0;
+
+ var loc;
+ if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
+ loc = gl.getUniformLocation(program, "face");
+ }
+
+ for (var tt = 0; tt < targets.length; ++tt) {
+ if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
+ gl.uniform1i(loc, targets[tt]);
+ }
+ // Draw the triangles
+ wtu.clearAndDrawUnitQuad(gl, [0, 255, 0, 255]);
+
+ if (opt_fontTest) {
+ // check half is a solid color.
+ wtu.checkCanvasRect(
+ gl, 0, top, width, halfHeight,
+ whiteColor,
+ "should be white");
+ // check other half is not a solid color.
+ wtu.checkCanvasRectColor(
+ gl, 0, bottom, width, halfHeight,
+ whiteColor, 0,
+ function() {
+ testFailed("font missing");
+ },
+ function() {
+ testPassed("font rendered");
+ },
+ debug);
+ } else {
+ var localRed = semiTransparent ? semiTransparentRedColor : redColor;
+ var localGreen = semiTransparent ? semiTransparentGreenColor : greenColor;
+
+ // Allow a tolerance for premultiplication/unmultiplication, especially for texture
+ // formats with lower bit depths.
+ var tolerance = 0;
+ if (semiTransparent) {
+ tolerance = 3;
+ if (pixelType == 'UNSIGNED_SHORT_5_6_5' || internalFormat == 'RGB565') {
+ tolerance = 6;
+ } else if (pixelType == 'UNSIGNED_SHORT_4_4_4_4' || internalFormat == 'RGBA4') {
+ tolerance = 9;
+ } else if (pixelType == 'UNSIGNED_SHORT_5_5_5_1' || internalFormat == 'RGB5_A1') {
+ // Semi-transparent values are allowed to convert to either 1 or 0 for this
+ // single-bit alpha format per OpenGL ES 3.0.5 section 2.1.6.2, "Conversion
+ // from Floating-Point to Normalized Fixed-Point". Ignore alpha for these
+ // tests.
+ tolerance = 6;
+ localRed = localRed.slice(0, 3);
+ localGreen = localGreen.slice(0, 3);
+ } else if (internalFormat == 'RGB10_A2') {
+ // The alpha channel is too low-resolution for any meaningful comparisons.
+ localRed = localRed.slice(0, 3);
+ localGreen = localGreen.slice(0, 3);
+ }
+ }
+
+ // Check the top and bottom halves and make sure they have the right color.
+ debug("Checking " + (flipY ? "top" : "bottom"));
+ wtu.checkCanvasRect(gl, 0, bottom, width, halfHeight, localRed,
+ "shouldBe " + localRed, tolerance);
+ debug("Checking " + (flipY ? "bottom" : "top"));
+ wtu.checkCanvasRect(gl, 0, top, width, halfHeight, localGreen,
+ "shouldBe " + localGreen, tolerance);
+ }
+
+ if (!useTexSubImage2D && pixelFormat == "RGBA") {
+ if (pixelType == "FLOAT") {
+ // Attempt to set a pixel in the texture to ensure the texture was
+ // actually created with floats. Regression test for http://crbug.com/484968
+ var pixels = new Float32Array([1000.0, 1000.0, 1000.0, 1000.0]);
+ gl.texSubImage2D(targets[tt], 0, 0, 0, 1, 1, gl[pixelFormat], gl[pixelType], pixels);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Texture should be backed by floats");
+ } else if (pixelType == "HALF_FLOAT_OES" || pixelType == "HALF_FLOAT") {
+ // Attempt to set a pixel in the texture to ensure the texture was
+ // actually created with half-floats. Regression test for http://crbug.com/484968
+ var halfFloatTenK = 0x70E2; // Half float 10000
+ var pixels = new Uint16Array([halfFloatTenK, halfFloatTenK, halfFloatTenK, halfFloatTenK]);
+ gl.texSubImage2D(targets[tt], 0, 0, 0, 1, 1, gl[pixelFormat], gl[pixelType], pixels);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Texture should be backed by half-floats");
+ }
+ }
+ }
+
+ if (false) {
+ var m = wtu.makeImageFromCanvas(gl.canvas);
+ document.getElementById("console").appendChild(m);
+ document.getElementById("console").appendChild(document.createElement("hr"));
+ }
+
+ return texture;
+ }
+
+ function runTest()
+ {
+ var canvas = document.createElement('canvas');
+
+ var cases = [
+ { canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasToMin },
+ { canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: false },
+ { canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: false },
+ { canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: false },
+ { canvas: canvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasToMinSemiTransparent },
+ { canvas: canvas, sub: false, flipY: false, semiTransparent: true, font: false },
+ { canvas: canvas, sub: true, flipY: true, semiTransparent: true, font: false },
+ { canvas: canvas, sub: true, flipY: false, semiTransparent: true, font: false },
+ { canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasTo257x257 },
+ { canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: false },
+ { canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: false },
+ { canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: false },
+ { canvas: canvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasTo257x257SemiTransparent },
+ { canvas: canvas, sub: false, flipY: false, semiTransparent: true, font: false },
+ { canvas: canvas, sub: true, flipY: true, semiTransparent: true, font: false },
+ { canvas: canvas, sub: true, flipY: false, semiTransparent: true, font: false },
+ ];
+
+ // The font tests don't work with ALPHA-only textures since they draw to the color channels.
+ if (internalFormat != 'ALPHA') {
+ cases = cases.concat([
+ { canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: true, init: drawTextInCanvas },
+ { canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: true },
+ { canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: true },
+ { canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: true },
+ ]);
+ }
+
+ if (window.OffscreenCanvas) {
+ var offscreenCanvas = new OffscreenCanvas(1, 1);
+ cases = cases.concat([
+ { canvas: offscreenCanvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasToMin },
+ { canvas: offscreenCanvas, sub: false, flipY: false, semiTransparent: false, font: false },
+ { canvas: offscreenCanvas, sub: true, flipY: true, semiTransparent: false, font: false },
+ { canvas: offscreenCanvas, sub: true, flipY: false, semiTransparent: false, font: false },
+ { canvas: offscreenCanvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasToMinSemiTransparent },
+ { canvas: offscreenCanvas, sub: false, flipY: false, semiTransparent: true, font: false },
+ { canvas: offscreenCanvas, sub: true, flipY: true, semiTransparent: true, font: false },
+ { canvas: offscreenCanvas, sub: true, flipY: false, semiTransparent: true, font: false },
+ ]);
+ }
+
+ function runTexImageTest(bindingTarget) {
+ var program;
+ if (bindingTarget == gl.TEXTURE_2D) {
+ program = tiu.setupTexturedQuad(gl, internalFormat);
+ } else {
+ program = tiu.setupTexturedQuadWithCubeMap(gl, internalFormat);
+ }
+
+ return new Promise(function(resolve, reject) {
+ var count = repeatCount;
+ var caseNdx = 0;
+ var texture = undefined;
+ function runNextTest() {
+ var c = cases[caseNdx];
+ var imageDataBefore = null;
+ if (c.init) {
+ c.init(c.canvas.getContext('2d'), bindingTarget);
+ }
+ texture = runOneIteration(c.canvas, c.sub, c.flipY, c.semiTransparent, program, bindingTarget, texture, c.font);
+ // for the first 2 iterations always make a new texture.
+ if (count < 2) {
+ gl.deleteTexture(texture);
+ texture = undefined;
+ }
+ ++caseNdx;
+ if (caseNdx == cases.length) {
+ caseNdx = 0;
+ --count;
+ if (!count) {
+ resolve("SUCCESS");
+ return;
+ }
+ }
+ // While we are working with Canvases, it's really unlikely that
+ // waiting for composition will change anything here, and it's much
+ // slower, so just dispatchPromise. If we want to test with composites,
+ // we should test a more narrow subset of tests.
+ wtu.dispatchPromise(runNextTest);
+ }
+ runNextTest();
+ });
+ }
+
+ runTexImageTest(gl.TEXTURE_2D).then(function(val) {
+ runTexImageTest(gl.TEXTURE_CUBE_MAP).then(function(val) {
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+ finishTest();
+ });
+ });
+ }
+
+ return init;
+}