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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
</head>
<body>
<canvas id="example" width="16" height="16"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description('Verifies texImage2D and texSubImage2D code paths taking ArrayBufferView');
var wtu = WebGLTestUtils;
var gl = null;
var textureLoc = null;
var successfullyParsed = false;
function roundUpToAlignment(value, alignment) {
return Math.floor((value + alignment - 1) / alignment) * alignment;
}
function generateRGBAData(type, unpackAlignment, sourceData, width, height)
{
var numColors = sourceData.length / 4;
var colorOffset = function(y) {
return 4 * Math.floor(y * numColors / height);
};
switch (type) {
case gl.UNSIGNED_BYTE: {
var rowWidth = roundUpToAlignment(width * 4, unpackAlignment);
var data = new Uint8Array(height * rowWidth);
for (var y = 0; y < height; ++y) {
var index = y * rowWidth;
var offset = colorOffset(y);
for (var element = 0; element < width * 4; ++element) {
data[index + element] = sourceData[offset + element % 4];
}
}
return data;
}
case gl.UNSIGNED_SHORT_4_4_4_4: {
var rowWidth = roundUpToAlignment(width * 2, unpackAlignment) / 2;
var data = new Uint16Array(height * rowWidth);
for (var y = 0; y < height; ++y) {
var offset = colorOffset(y);
for (var x = 0; x < width; ++x) {
var index = y * rowWidth + x;
data[index] = (((sourceData[offset + 0] & 0xF0) << 8)
| ((sourceData[offset + 1] & 0xF0) << 4)
| ((sourceData[offset + 2] & 0xF0) >> 0)
| ((sourceData[offset + 3] & 0xF0) >> 4));
}
}
return data;
}
case gl.UNSIGNED_SHORT_5_5_5_1: {
var rowWidth = roundUpToAlignment(width * 2, unpackAlignment) / 2;
var data = new Uint16Array(height * rowWidth);
for (var y = 0; y < height; ++y) {
var offset = colorOffset(y);
for (var x = 0; x < width; ++x) {
var index = y * rowWidth + x;
data[index] = (((sourceData[offset + 0] & 0xF8) << 8)
| ((sourceData[offset + 1] & 0xF8) << 3)
| ((sourceData[offset + 2] & 0xF8) >> 2)
| ((sourceData[offset + 3] & 0x80) >> 7));
}
}
return data;
}
}
}
function typeToString(type)
{
switch (type) {
case gl.UNSIGNED_BYTE: return 'UNSIGNED_BYTE';
case gl.UNSIGNED_SHORT_5_5_5_1: return 'UNSIGNED_SHORT_5_5_5_1';
case gl.UNSIGNED_SHORT_4_4_4_4: return 'UNSIGNED_SHORT_4_4_4_4';
}
return 'Unknown type ' + type;
}
function runOneIteration(useTexSubImage2D, type, unpackAlignment, flipY, premultiplyAlpha, topColor, bottomColor, extraColor)
{
debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
' with type=' + typeToString(type) +
', unpackAlignment=' + unpackAlignment +
', flipY=' + flipY + ', premultiplyAlpha=' + premultiplyAlpha);
gl.colorMask(true, true, true, true);
gl.clearColor(0, 0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Enable writes to the RGB channels
gl.colorMask(true, true, true, false);
var texture = gl.createTexture();
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture parameters
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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);
// Set up pixel store parameters
gl.pixelStorei(gl.UNPACK_ALIGNMENT, unpackAlignment);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, premultiplyAlpha);
// Generate the data
var sourceData = [ 255, 0, 0, 255,
0, 255, 0, 0 ];
var texWidth = 5; // this must be mod 4 + 1 to test unpackAlignment
var texHeight = 16;
var data = generateRGBAData(type, unpackAlignment, sourceData, texWidth, texHeight);
if (gl.getError() != gl.NO_ERROR)
testFailed("GL error before texture upload");
// Upload the image into the texture
if (useTexSubImage2D) {
// Initialize the texture to black first
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texWidth, texHeight, 0,
gl.RGBA, type, null);
if (gl.getError() != gl.NO_ERROR)
testFailed("GL error after texImage2D(null)");
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, texWidth, texHeight, gl.RGBA, type, data);
if (gl.getError() != gl.NO_ERROR)
testFailed("GL error after texSubImage2D");
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texWidth, texHeight, 0, gl.RGBA, type, data);
if (gl.getError() != gl.NO_ERROR)
testFailed("GL error after texImage2D");
}
// Point the uniform sampler to texture unit 0
gl.uniform1i(textureLoc, 0);
// Draw the triangles
wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
// Check the top pixel and bottom pixel and make sure they have
// the right color.
var testWidth = gl.drawingBufferWidth;
var testHeight = gl.drawingBufferHeight / 2;
wtu.checkCanvasRect(gl, 0, 0, testWidth, testHeight, bottomColor, "bottom pixel should be " + bottomColor);
wtu.checkCanvasRect(gl, 0, testHeight, testWidth, testHeight, topColor, "top pixel should be " + topColor);
// Change part of the texture.
var partWidth = 8;
var partHeight = 16;
// make texture double res of part.
var data = generateRGBAData(type, unpackAlignment, sourceData, partWidth * 2, partHeight * 2);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, partWidth * 2, partHeight * 2, 0, gl.RGBA, type, data);
// set part.
var extraData = [
255, 0, 0, 255,
0, 0, 255, 0
];
var data = generateRGBAData(type, unpackAlignment, extraData, partWidth, partHeight);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, partWidth, partHeight, gl.RGBA, type, data);
wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
var halfWidth = gl.drawingBufferWidth / 2;
var halfHeight = gl.drawingBufferHeight / 2;
var quarterHeight = gl.drawingBufferHeight / 4;
var red = [255, 0, 0, 255];
var tcolor0 = flipY ? extraColor : red;
var tcolor1 = flipY ? red : extraColor;
wtu.checkCanvasRect(gl, 0, 0, halfWidth, quarterHeight, tcolor0, "bottom left bottom pixels should be " + tcolor0);
wtu.checkCanvasRect(gl, 0, quarterHeight, halfWidth, quarterHeight, tcolor1, "bottom left top pixels should be " + tcolor1);
wtu.checkCanvasRect(gl, halfWidth, 0, halfWidth, halfHeight, bottomColor, "bottom right pixels should be " + bottomColor);
wtu.checkCanvasRect(gl, 0, halfHeight, testWidth, halfHeight, topColor, "top pixels should be " + topColor);
// set far corner.
gl.texSubImage2D(gl.TEXTURE_2D, 0, partWidth, partHeight, partWidth, partHeight, gl.RGBA, type, data);
wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
wtu.checkCanvasRect(gl, 0, 0, halfWidth, quarterHeight, tcolor0, "bottom left bottom pixels should be " + tcolor0);
wtu.checkCanvasRect(gl, 0, quarterHeight, halfWidth, quarterHeight, tcolor1, "bottom left top pixels should be " + tcolor1);
wtu.checkCanvasRect(gl, halfWidth, 0, halfWidth, halfHeight, bottomColor, "bottom left pixels should be " + bottomColor);
wtu.checkCanvasRect(gl, 0, halfHeight, halfWidth, halfHeight, topColor, "top right pixels should be " + topColor);
wtu.checkCanvasRect(gl, halfWidth, halfHeight, halfWidth, quarterHeight, tcolor0, "top right bottom pixels should be " + tcolor0);
wtu.checkCanvasRect(gl, halfWidth, halfHeight + quarterHeight, halfWidth, quarterHeight, tcolor1, "top right top pixels should be " + tcolor1);
}
function runTest()
{
var red = [255, 0, 0, 255];
var green = [0, 255, 0, 255];
var blue = [0, 0, 255, 255];
var redPremultiplyAlpha = [255, 0, 0, 255];
var greenPremultiplyAlpha = [0, 0, 0, 255];
var bluePremultiplyAlpha = [0, 0, 0, 255];
var types = [ gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_5_5_5_1, gl.UNSIGNED_SHORT_4_4_4_4 ];
var unpackAlignments = [ 1, 2, 4, 8 ];
for (var i = 0; i < types.length; ++i) {
var type = types[i];
for (var j = 0; j < unpackAlignments.length; ++j) {
var unpackAlignment = unpackAlignments[j];
runOneIteration(false, type, unpackAlignment, true, false,
red, green, blue);
runOneIteration(false, type, unpackAlignment, false, false,
green, red, blue);
runOneIteration(false, type, unpackAlignment, true, true,
redPremultiplyAlpha, greenPremultiplyAlpha, bluePremultiplyAlpha);
runOneIteration(false, type, unpackAlignment, false, true,
greenPremultiplyAlpha, redPremultiplyAlpha, bluePremultiplyAlpha);
runOneIteration(true, type, unpackAlignment, true, false,
red, green, blue);
runOneIteration(true, type, unpackAlignment, false, false,
green, red, blue);
runOneIteration(true, type, unpackAlignment, true, true,
redPremultiplyAlpha, greenPremultiplyAlpha, bluePremultiplyAlpha);
runOneIteration(true, type, unpackAlignment, false, true,
greenPremultiplyAlpha, redPremultiplyAlpha, bluePremultiplyAlpha);
}
}
}
var gl = wtu.create3DContext("example");
var program = wtu.setupTexturedQuad(gl);
textureLoc = gl.getUniformLocation(program, "tex");
runTest();
glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
var successfullyParsed = true;
</script>
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