| <html> |
| <head> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"></script> |
| <script src="resources/webgl-test-utils.js"></script> |
| <script id="fshader" type="x-shader/x-fragment"> |
| #ifdef GL_ES |
| precision highp float; |
| #endif |
| uniform sampler2D tex; |
| varying vec2 texCoord; |
| |
| void main() |
| { |
| float intensity = texture2D(tex, texCoord).a; |
| gl_FragColor = vec4(intensity, intensity, intensity, 1.0); |
| } |
| </script> |
| |
| </head> |
| <body> |
| <canvas id="example" width="256px" height="1px"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| description('Tests texSubImage2D upload path from Uint8Array'); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("example"); |
| var gl = wtu.create3DContext(canvas); |
| var program = wtu.setupProgram( |
| gl, |
| [wtu.setupSimpleTextureVertexShader(gl), |
| wtu.loadShaderFromScript(gl, "fshader")], |
| ['vPosition', 'texCoord0']); |
| wtu.setupUnitQuad(gl); |
| var textureWidth = 256; |
| var textureHeight = 1; |
| |
| textureLoc = gl.getUniformLocation(program, "tex"); |
| |
| var texture = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| // Allocate the texture object |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null); |
| // Prepare the image data |
| var array = new Uint8Array(textureWidth); |
| for (var i = 0; i < textureWidth; i++) |
| array[i] = i; |
| // Fill the texture object with data -- this is actually the code path being tested |
| gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA, gl.UNSIGNED_BYTE, array); |
| |
| // Clear and set up |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| gl.useProgram(program); |
| gl.uniform1i(textureLoc, 0); |
| // Draw the texture to the frame buffer |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| |
| // Read back the frame buffer |
| var buf = new Uint8Array(textureWidth * textureHeight * 4); |
| gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| |
| // Verify the frame buffer's contents |
| var passed = true; |
| for (var i = 0; i < textureWidth; i++) { |
| var val = i; |
| if (buf[4 * i + 0] != val || |
| buf[4 * i + 1] != val || |
| buf[4 * i + 2] != val) { |
| testFailed("pixel at (" + i + ", 0) was (" + |
| buf[4 * i + 0] + ", " + |
| buf[4 * i + 1] + ", " + |
| buf[4 * i + 2] + "), should be (" + |
| val + ", " + val + ", " + val + ")"); |
| passed = false; |
| break; |
| } |
| } |
| |
| if (passed) |
| testPassed(""); |
| </script> |
| </body> |
| </html> |