/* 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(); }); }; }