/* 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; }