/* 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 realRedColor = [255, 0, 0]; var realGreenColor = [0, 255, 0]; var realBlueColor = [0, 0, 255]; var realCyanColor = [0, 255, 255]; var redColor = realRedColor; var greenColor = realGreenColor; var blueColor = realBlueColor; var cyanColor = realCyanColor; function init() { description('Verify texImage2D and texSubImage2D code paths taking a sub-rectangle of a canvas (' + internalFormat + '/' + pixelFormat + '/' + pixelType + ')'); // Set the default context version while still allowing the webglVersion URL query string to override it. wtu.setDefault3DContextVersion(defaultContextVersion); // The sub-rectangle tests only apply to WebGL 2.0 for the // time being, though the tests for the WebGL 1.0 // format/internal format/type combinations are generated into // conformance/textures/. if (wtu.getDefault3DContextVersion() < 2) { debug('Test only applies to WebGL 2.0'); finishTest(); return; } gl = wtu.create3DContext("example", { preserveDrawingBuffer: true }); if (!prologue(gl)) { finishTest(); return; } switch (gl[pixelFormat]) { case gl.RED: case gl.RED_INTEGER: greenColor = [0, 0, 0]; blueColor = [0, 0, 0]; cyanColor = [0, 0, 0]; break; case gl.RG: case gl.RG_INTEGER: blueColor = [0, 0, 0]; cyanColor = [0, 255, 0]; break; case gl.LUMINANCE: case gl.LUMINANCE_ALPHA: redColor = [255, 255, 255]; greenColor = [0, 0, 0]; blueColor = [0, 0, 0]; cyanColor = [0, 0, 0]; break; case gl.ALPHA: redColor = [0, 0, 0]; greenColor = [0, 0, 0]; blueColor = [0, 0, 0]; cyanColor = [0, 0, 0]; break; default: break; } gl.clearColor(0,0,0,1); gl.clearDepth(1); gl.disable(gl.BLEND); var canvas2d = document.createElement('canvas'); runTest(canvas2d, setupSourceCanvas2D, '2D-rendered canvas'); var canvasWebGL = document.createElement('canvas'); runTest(canvasWebGL, setupSourceCanvasWebGL, 'WebGL-rendered canvas'); finishTest(); } function fillStyle2D(ctx, color) { ctx.fillStyle = 'rgb(' + color[0] + ', ' + color[1] + ', ' + color[2] + ')'; } function setupSourceCanvas2D(canvas) { var width = canvas.width; var height = canvas.height; var halfWidth = Math.floor(width / 2); var halfHeight = Math.floor(height / 2); var ctx = canvas.getContext('2d'); // Always use the same pattern for this test: four quadrants: // red green // blue cyan // Handle odd-sized canvases fillStyle2D(ctx, realRedColor); ctx.fillRect(0, 0, halfWidth, halfHeight); fillStyle2D(ctx, realGreenColor); ctx.fillRect(halfWidth, 0, width - halfWidth, halfHeight); fillStyle2D(ctx, realBlueColor); ctx.fillRect(0, halfHeight, halfWidth, height - halfHeight); fillStyle2D(ctx, realCyanColor); ctx.fillRect(halfWidth, halfHeight, width - halfWidth, height - halfHeight); } function clearColorWebGL(ctx, color) { ctx.clearColor(color[0] / 255.0, color[1] / 255.0, color[2] / 255.0, 1.0); ctx.clear(ctx.COLOR_BUFFER_BIT); } function setupSourceCanvasWebGL(canvas) { var width = canvas.width; var height = canvas.height; var halfWidth = Math.floor(width / 2); var halfHeight = Math.floor(height / 2); var ctx = canvas.getContext('webgl'); // Always use the same pattern for this test: four quadrants: // red green // blue cyan // Handle odd-sized canvases ctx.viewport(0, 0, width, height); ctx.enable(ctx.SCISSOR_TEST); // OpenGL origin is lower-left ctx.scissor(0, 0, halfWidth, halfHeight); clearColorWebGL(ctx, realBlueColor); ctx.scissor(halfWidth, 0, width - halfWidth, halfHeight); clearColorWebGL(ctx, realCyanColor); ctx.scissor(0, halfHeight, halfWidth, height - halfHeight); clearColorWebGL(ctx, realRedColor); ctx.scissor(halfWidth, halfHeight, width - halfWidth, height - halfHeight); clearColorWebGL(ctx, realGreenColor); } function runOneIteration(sourceDescription, useTexSubImage2D, flipY, canvas, canvasSize, canvasSetupFunction, sourceSubRectangle, expected, bindingTarget, program) { sourceSubRectangleString = ''; if (sourceSubRectangle) { sourceSubRectangleString = ', sourceSubRectangle=' + sourceSubRectangle; } debug(''); debug('Testing ' + sourceDescription + ' with ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') + ', flipY=' + flipY + ', bindingTarget=' + (bindingTarget == gl.TEXTURE_2D ? 'TEXTURE_2D' : 'TEXTURE_CUBE_MAP') + sourceSubRectangleString); var loc; if (bindingTarget == gl.TEXTURE_CUBE_MAP) { loc = gl.getUniformLocation(program, "face"); } // Initialize the contents of the source canvas. var width = canvasSize[0]; var height = canvasSize[1]; var halfWidth = Math.floor(width / 2); var halfHeight = Math.floor(height / 2); canvas.width = width; canvas.height = height; canvasSetupFunction(canvas); // Upload the source canvas to the texture and draw it to a quad. gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Enable writes to the RGBA channels gl.colorMask(1, 1, 1, 0); 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); // 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]; } // In this test, this is always specified. It's currently WebGL 2.0-specific. gl.pixelStorei(gl.UNPACK_SKIP_PIXELS, sourceSubRectangle[0]); gl.pixelStorei(gl.UNPACK_SKIP_ROWS, sourceSubRectangle[1]); // Upload the image into the texture var uploadWidth = sourceSubRectangle[2]; var uploadHeight = sourceSubRectangle[3]; for (var tt = 0; tt < targets.length; ++tt) { if (useTexSubImage2D) { // Initialize the texture to black first gl.texImage2D(targets[tt], 0, gl[internalFormat], uploadWidth, uploadHeight, 0, gl[pixelFormat], gl[pixelType], null); gl.texSubImage2D(targets[tt], 0, 0, 0, uploadWidth, uploadHeight, gl[pixelFormat], gl[pixelType], canvas); } else { gl.texImage2D(targets[tt], 0, gl[internalFormat], uploadWidth, uploadHeight, 0, gl[pixelFormat], gl[pixelType], canvas); } } gl.pixelStorei(gl.UNPACK_SKIP_PIXELS, 0); gl.pixelStorei(gl.UNPACK_SKIP_ROWS, 0); // The tests are constructed to upload a single solid color // out of the canvas. var outputCanvasWidth = gl.drawingBufferWidth; var outputCanvasHeight = gl.drawingBufferHeight; 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, 0, 0, 255]); var msg = 'should be ' + expected; wtu.checkCanvasRect(gl, 0, 0, outputCanvasWidth, outputCanvasHeight, expected, msg); } } function runTest(canvas, canvasSetupFunction, sourceDescription) { var program = tiu.setupTexturedQuad(gl, internalFormat); runTestOnBindingTarget(gl.TEXTURE_2D, program, canvas, canvasSetupFunction, sourceDescription); program = tiu.setupTexturedQuadWithCubeMap(gl, internalFormat); runTestOnBindingTarget(gl.TEXTURE_CUBE_MAP, program, canvas, canvasSetupFunction, sourceDescription); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors"); } function runTestOnBindingTarget(bindingTarget, program, canvas, canvasSetupFunction, sourceDescription) { var cases = [ // Small canvas cases. Expected that these won't be // GPU-accelerated in most browsers' implementations. { expected: redColor, flipY: false, size: [2, 2], subRect: [0, 0, 1, 1] }, { expected: greenColor, flipY: false, size: [2, 2], subRect: [1, 0, 1, 1] }, { expected: blueColor, flipY: false, size: [2, 2], subRect: [0, 1, 1, 1] }, { expected: cyanColor, flipY: false, size: [2, 2], subRect: [1, 1, 1, 1] }, { expected: redColor, flipY: true, size: [2, 2], subRect: [0, 1, 1, 1] }, { expected: greenColor, flipY: true, size: [2, 2], subRect: [1, 1, 1, 1] }, { expected: blueColor, flipY: true, size: [2, 2], subRect: [0, 0, 1, 1] }, { expected: cyanColor, flipY: true, size: [2, 2], subRect: [1, 0, 1, 1] }, // Larger canvas cases. Expected that these will be // GPU-accelerated in most browsers' implementations. // Changes will be gladly accepted to trigger more // browsers' heuristics to accelerate these canvases. { expected: redColor, flipY: false, size: [384, 384], subRect: [ 0, 0, 192, 192] }, { expected: greenColor, flipY: false, size: [384, 384], subRect: [192, 0, 192, 192] }, { expected: blueColor, flipY: false, size: [384, 384], subRect: [ 0, 192, 192, 192] }, { expected: cyanColor, flipY: false, size: [384, 384], subRect: [192, 192, 192, 192] }, { expected: blueColor, flipY: true, size: [384, 384], subRect: [ 0, 0, 192, 192] }, { expected: cyanColor, flipY: true, size: [384, 384], subRect: [192, 0, 192, 192] }, { expected: redColor, flipY: true, size: [384, 384], subRect: [ 0, 192, 192, 192] }, { expected: greenColor, flipY: true, size: [384, 384], subRect: [192, 192, 192, 192] }, ]; for (var i in cases) { runOneIteration(sourceDescription, false, cases[i].flipY, canvas, cases[i].size, canvasSetupFunction, cases[i].subRect, cases[i].expected, bindingTarget, program); runOneIteration(sourceDescription, true, cases[i].flipY, canvas, cases[i].size, canvasSetupFunction, cases[i].subRect, cases[i].expected, bindingTarget, program); } } return init; }