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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.
+*/
+
+"use strict";
+
+function generateTest(internalFormat, pixelFormat, pixelType, prologue, resourcePath, defaultContextVersion) {
+ var wtu = WebGLTestUtils;
+ var tiu = TexImageUtils;
+ var gl = null;
+ var successfullyParsed = false;
+ var redColor = [255, 0, 0, 255];
+ var greenColor = [0, 255, 0, 255];
+ var repeatCount;
+
+ function shouldRepeatTestForTextureFormat(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.
+ return ((internalFormat == 'RGBA' && pixelFormat == 'RGBA' && pixelType == 'UNSIGNED_BYTE') ||
+ (internalFormat == 'RGB' && pixelFormat == 'RGB' && pixelType == 'UNSIGNED_BYTE'));
+ }
+
+ async function init()
+ {
+ description('Verify texImage2D and texSubImage2D code paths taking webgl 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)) {
+ return;
+ }
+
+ repeatCount = (shouldRepeatTestForTextureFormat(internalFormat, pixelFormat, pixelType) ? 4 : 1);
+
+ switch (gl[pixelFormat]) {
+ case gl.RED:
+ case gl.RED_INTEGER:
+ greenColor = [0, 0, 0];
+ break;
+ case gl.LUMINANCE:
+ case gl.LUMINANCE_ALPHA:
+ redColor = [255, 255, 255];
+ greenColor = [0, 0, 0];
+ break;
+ case gl.ALPHA:
+ redColor = [0, 0, 0];
+ greenColor = [0, 0, 0];
+ break;
+ default:
+ break;
+ }
+
+ gl.clearColor(0,0,0,1);
+ gl.clearDepth(1);
+
+ await runTest();
+ }
+
+ function setCanvasToRedGreen(ctx, hasAlpha) {
+ var width = ctx.canvas.width;
+ var height = ctx.canvas.height;
+ var halfHeight = Math.floor(height / 2);
+
+ ctx.viewport(0, 0, width, height);
+
+ ctx.enable(ctx.SCISSOR_TEST);
+ ctx.scissor(0, 0, width, halfHeight);
+ if (hasAlpha) {
+ ctx.clearColor(1.0, 0, 0, 1.0);
+ } else {
+ // The WebGL implementation is responsible for making all
+ // alpha values appear as though they were 1.0.
+ ctx.clearColor(1.0, 0, 0, 0.0);
+ }
+ ctx.clear(ctx.COLOR_BUFFER_BIT);
+ ctx.scissor(0, halfHeight, width, height - halfHeight);
+ if (hasAlpha) {
+ ctx.clearColor(0.0, 1.0, 0, 1.0);
+ } else {
+ // The WebGL implementation is responsible for making all
+ // alpha values appear as though they were 1.0.
+ ctx.clearColor(0.0, 1.0, 0, 0.0);
+ }
+ ctx.clear(ctx.COLOR_BUFFER_BIT);
+ ctx.disable(ctx.SCISSOR_TEST);
+ }
+
+ function setCanvasTo257x257(ctx, bindingTarget, hasAlpha) {
+ ctx.canvas.width = 257;
+ ctx.canvas.height = 257;
+ setCanvasToRedGreen(ctx, hasAlpha);
+ }
+
+ function setCanvasToMin(ctx, bindingTarget, hasAlpha) {
+ 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, hasAlpha);
+ }
+
+ function runOneIteration(canvas, useTexSubImage2D, alpha, flipY, program, bindingTarget, opt_texture)
+ {
+ var objType = 'canvas';
+ if (canvas.transferToImageBitmap)
+ objType = 'OffscreenCanvas';
+ else if (canvas.parentNode)
+ objType = 'canvas attached to DOM';
+ debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') + ' with alpha=' +
+ alpha + ' flipY=' + flipY + ' source object: ' + objType +
+ ' bindingTarget=' + (bindingTarget == gl.TEXTURE_2D ? 'TEXTURE_2D' : 'TEXTURE_CUBE_MAP') +
+ ' canvas size: ' + canvas.width + 'x' + canvas.height + ' with 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
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors before pixelStorei setup");
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_FLIP_Y_WEBGL");
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_PREMULTIPLY_ALPHA_WEBGL");
+ gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_COLORSPACE_CONVERSION_WEBGL");
+ 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 ? (height - halfHeight) : 0;
+ var bottom = flipY ? 0 : (height - halfHeight);
+
+ 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]);
+
+ // 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, redColor,
+ "shouldBe " + redColor);
+ debug("Checking " + (flipY ? "bottom" : "top"));
+ wtu.checkCanvasRect(gl, 0, top, width, halfHeight, greenColor,
+ "shouldBe " + greenColor);
+ }
+
+ if (false) {
+ var ma = wtu.makeImageFromCanvas(canvas);
+ document.getElementById("console").appendChild(ma);
+
+ var m = wtu.makeImageFromCanvas(gl.canvas);
+ document.getElementById("console").appendChild(m);
+ document.getElementById("console").appendChild(document.createElement("hr"));
+ }
+
+ return texture;
+ }
+
+ async function runTest()
+ {
+ for (let alpha of [ true, false ]) {
+ let ctx = wtu.create3DContext(null, { alpha:alpha });
+ let canvas = ctx.canvas;
+ // Note: We use preserveDrawingBuffer:true to prevent canvas
+ // visibility from interfering with the tests.
+ let visibleCtx = wtu.create3DContext(null, { preserveDrawingBuffer:true, alpha:alpha });
+ if (!visibleCtx) {
+ testFailed("context does not exist");
+ return;
+ }
+ let visibleCanvas = visibleCtx.canvas;
+ let descriptionNode = document.getElementById("description");
+ document.body.insertBefore(visibleCanvas, descriptionNode);
+
+ let cases = [
+ { sub: false, flipY: true, ctx: ctx, init: setCanvasToMin },
+ { sub: false, flipY: false, ctx: ctx },
+ { sub: true, flipY: true, ctx: ctx },
+ { sub: true, flipY: false, ctx: ctx },
+ { sub: false, flipY: true, ctx: ctx, init: setCanvasTo257x257 },
+ { sub: false, flipY: false, ctx: ctx },
+ { sub: true, flipY: true, ctx: ctx },
+ { sub: true, flipY: false, ctx: ctx },
+ { sub: false, flipY: true, ctx: visibleCtx, init: setCanvasToMin },
+ { sub: false, flipY: false, ctx: visibleCtx },
+ { sub: true, flipY: true, ctx: visibleCtx },
+ { sub: true, flipY: false, ctx: visibleCtx },
+ ];
+
+ if (window.OffscreenCanvas) {
+ let offscreen = new OffscreenCanvas(1, 1);
+ let offscreenCtx = wtu.create3DContext(offscreen, { alpha:alpha });
+ cases = cases.concat([
+ { sub: false, flipY: true, ctx: offscreenCtx, init: setCanvasToMin },
+ { sub: false, flipY: false, ctx: offscreenCtx },
+ { sub: true, flipY: true, ctx: offscreenCtx },
+ { sub: true, flipY: false, ctx: offscreenCtx },
+ ]);
+ }
+
+ async function runTexImageTest(bindingTarget) {
+ let program;
+ if (bindingTarget == gl.TEXTURE_2D) {
+ program = tiu.setupTexturedQuad(gl, internalFormat);
+ } else {
+ program = tiu.setupTexturedQuadWithCubeMap(gl, internalFormat);
+ }
+
+ let count = repeatCount;
+ let caseNdx = 0;
+ let texture = undefined;
+ while (true) {
+ let c = cases[caseNdx];
+ if (c.init) {
+ c.init(c.ctx, bindingTarget, alpha);
+ }
+ texture = runOneIteration(c.ctx.canvas, c.sub, alpha, c.flipY, program, bindingTarget, texture);
+ // 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)
+ return;
+ }
+ await wtu.dispatchPromise(function() {});
+ }
+ }
+
+ await runTexImageTest(gl.TEXTURE_2D);
+ await runTexImageTest(gl.TEXTURE_CUBE_MAP);
+ }
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+ }
+
+ return function() {
+ init().then(function(val) {
+ finishTest();
+ });
+ };
+}