/* 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 imgCanvas; var redColor = [255, 0, 0]; var greenColor = [0, 255, 0]; function init() { description('Verify texImage3D and texSubImage3D code paths taking SVG image 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; } switch (gl[pixelFormat]) { case gl.RED: case gl.RED_INTEGER: greenColor = [0, 0, 0]; break; default: break; } gl.clearColor(0,0,0,1); gl.clearDepth(1); wtu.loadTexture(gl, resourcePath + "red-green.svg", runTest); } function runOneIteration(image, flipY, topColor, bottomColor, bindingTarget, program) { debug('Testing ' + ' with flipY=' + flipY + ' bindingTarget=' + (bindingTarget == gl.TEXTURE_3D ? 'TEXTURE_3D' : 'TEXTURE_2D_ARRAY')); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Disable any writes to the alpha channel 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);'); // Upload the image into the texture // Initialize the texture to black first gl.texImage3D(bindingTarget, 0, gl[internalFormat], image.width, image.height, 1 /* depth */, 0, gl[pixelFormat], gl[pixelType], null); gl.texSubImage3D(bindingTarget, 0, 0, 0, 0, image.width, image.height, 1 /* depth */, gl[pixelFormat], gl[pixelType], image); // Draw the triangles wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]); // Check a few pixels near the top and bottom and make sure they have // the right color. debug("Checking lower left corner"); wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor, "shouldBe " + bottomColor); debug("Checking upper left corner"); wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor, "shouldBe " + topColor); } function runTest(image) { var program = tiu.setupTexturedQuadWith3D(gl, internalFormat); runTestOnBindingTarget(image, gl.TEXTURE_3D, program); program = tiu.setupTexturedQuadWith2DArray(gl, internalFormat); runTestOnBindingTarget(image, gl.TEXTURE_2D_ARRAY, program); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors"); finishTest(); } function runTestOnBindingTarget(image, bindingTarget, program) { var cases = [ { flipY: true, topColor: redColor, bottomColor: greenColor }, { flipY: false, topColor: greenColor, bottomColor: redColor }, ]; for (var i in cases) { runOneIteration(image, cases[i].flipY, cases[i].topColor, cases[i].bottomColor, bindingTarget, program); } } return init; }