| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta name="viewport" content="width=device-width"> |
| <script src="../../../resources/js-test-pre.js"></script> |
| <script src="resources/webgl-test.js"> </script> |
| </head> |
| <body> |
| <canvas id="example" width="400" height="400" style="width: 400px; height: 400px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| #ifdef GL_ES |
| precision highp float; |
| #endif |
| attribute vec2 vPosition; |
| uniform mat3 world; |
| void main() |
| { |
| gl_Position = vec4((world * vec3(vPosition, 1)).xy, 0, 1); |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| #ifdef GL_ES |
| precision highp float; |
| #endif |
| void main() |
| { |
| gl_FragColor = vec4(0, 1, 0, 1); |
| } |
| </script> |
| |
| <script> |
| function init() |
| { |
| if (window.initNonKhronosFramework) |
| window.initNonKhronosFramework(false); |
| |
| debug("Checks that multisample resolve has no timing issues"); |
| |
| var canvas = document.getElementById("example"); |
| gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "index" ], [ 1, 1, 1, 1 ], 1, { antialias: true }); |
| shouldBeTrue("gl.getContextAttributes().antialias"); |
| |
| loc = gl.getUniformLocation(gl.program, "world"); |
| |
| gl.disable(gl.DEPTH_TEST); |
| gl.disable(gl.BLEND); |
| |
| var coordinates = new Float32Array([ 0,1, 1,1, 0,0, 0,0, 1,1, 1,0]); |
| |
| vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, coordinates, gl.STATIC_DRAW); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| } |
| |
| function drawQuad(x, y) { |
| gl.uniformMatrix3fv(loc, false, new Float32Array([2 * quadSizeInPixels / canvas.width, 0, 0, 0, 2 * quadSizeInPixels / canvas.height, 0, quadSizeInPixels * x * 2 / canvas.width - 1, quadSizeInPixels * y * 2 / canvas.height - 1, 1])); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| //shouldBe("gl.getError()", "gl.NO_ERROR"); |
| } |
| |
| var loc; |
| var vertexObject; |
| var canvas = document.getElementById("example"); |
| var data = new Uint8Array(canvas.width * canvas.height * 4); |
| var width; |
| var height; |
| |
| init(); |
| |
| var quadSizeInPixels = 4; |
| |
| window.jsTestIsAsync = true; |
| |
| var counter = 0; |
| function fillCanvas() { |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| for (var i = 0; i < canvas.width / quadSizeInPixels; ++i) { |
| for (var j = 0; j < canvas.height / quadSizeInPixels; ++j) { |
| drawQuad(i, j); |
| } |
| } |
| gl.readPixels(0, 0, canvas.width, canvas.height, gl.RGBA, gl.UNSIGNED_BYTE, data); |
| counter = counter + 1; |
| for (width = 0; width < 1; ++width) { |
| for (height = 0; height < 1; ++height) { |
| // Reduce test spam |
| if (data[4 * (height * canvas.height + width) + 0] != 0) |
| shouldBe("0", "data[4 * (height * canvas.height + width) + 0]"); |
| if (data[4 * (height * canvas.height + width) + 1] != 255) |
| shouldBe("255", "data[4 * (height * canvas.height + width) + 1]"); |
| if (data[4 * (height * canvas.height + width) + 2] != 0) |
| shouldBe("0", "data[4 * (height * canvas.height + width) + 2]"); |
| if (data[4 * (height * canvas.height + width) + 3] != 255) |
| shouldBe("255", "data[4 * (height * canvas.height + width) + 3]"); |
| } |
| } |
| if (counter < 20) |
| window.requestAnimationFrame(fillCanvas); |
| else { |
| finishJSTest(); |
| gl.deleteBuffer(vertexObject); |
| } |
| } |
| window.requestAnimationFrame(fillCanvas); |
| |
| |
| </script> |
| <script src="../../../resources/js-test-post.js"></script> |
| </body> |
| </html> |