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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL texture size conformance test.</title>
<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="32" height="32" style="width: 40px; height: 40px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec3 texCoord0;
varying vec3 texCoord;
void main()
{
gl_Position = vPosition;
texCoord = texCoord0;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
uniform samplerCube tex;
varying vec3 texCoord;
void main()
{
gl_FragColor = textureCube(tex, normalize(texCoord));
}
</script>
<script>
"use strict";
description("Checks that various sizes of textures render")
var canvas;
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");
var program2D = wtu.setupTexturedQuad(gl);
var programCubeMap = wtu.setupProgram(
gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]);
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.BLEND);
var tex = gl.createTexture();
var max2DSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
var maxCubeMapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
debug("MAX_TEXTURE_SIZE:" + max2DSize);
debug("MAX_CUBE_MAP_TEXTURE_SIZE:" + maxCubeMapSize);
// Assuming 2048x2048xRGBA (22meg with mips) will run on all WebGL platforms
var max2DSquareSize = Math.min(max2DSize, 2048);
// I'd prefer this to be 2048 but that's 16meg x 6 faces or 128meg (with mips)
// 1024 is 33.5 meg (with mips)
var maxCubeMapSize = Math.min(maxCubeMapSize, 1024);
var colors = [
{ name: "green", rgba: [0, 0, 255, 255] },
{ name: "red", rgba: [255, 0, 0, 255] },
{ name: "blue", rgba: [0, 255, 0, 255] },
{ name: "yellow", rgba: [255, 255, 0, 255] },
{ name: "magenta", rgba: [255, 0, 255, 255] },
{ name: "cyan", rgba: [0, 255, 255, 255] }
];
var count = 0;
var power = 0;
runTest();
function runTest() {
function doTest() {
var size = Math.pow(2, power);
if (size > max2DSize) {
return false;
}
gl.useProgram(program2D);
if (!checkTexture(size, 1, false)) return false;
if (!checkTexture(1, size, false)) return false;
if (size <= max2DSquareSize) {
if (!checkTexture(size, size, false)) {
return false;
}
}
if (size <= maxCubeMapSize) {
gl.useProgram(programCubeMap);
if (!checkTexture(size, size, true)) {
return false;
}
}
return true;
}
if (doTest()) {
++power;
setTimeout(runTest, 0);
} else {
finishTest();
}
}
function checkTexture(width, height, cubeMap) {
debug("");
count = (count + 1) % colors.length;
var color = colors[count];
var tex = gl.createTexture();
var target = cubeMap ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
var type = cubeMap ? "cube map" : "2D texture";
debug("check " + width + ", " + height + " " + type);
gl.bindTexture(target, tex);
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
fillLevel(0, width, height, color.rgba, cubeMap);
var err = gl.getError();
if (err == gl.OUT_OF_MEMORY) {
debug("out of memory");
return false;
}
if (err != gl.NO_ERROR) {
testFailed("unexpected gl error: " + wtu.glEnumToString(gl, err));
}
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, color.rgba,
type + " of size " + width + "x" + height + " with no mips should draw with " + color.name);
count = (count + 1) % colors.length;
color = colors[count];
fillLevel(0, width, height, color.rgba, cubeMap);
gl.generateMipmap(target);
var err = gl.getError();
if (err == gl.OUT_OF_MEMORY) {
debug("out of memory");
return false;
}
if (err != gl.NO_ERROR) {
testFailed("unexpected gl error: " + wtu.glEnumToString(gl, err));
}
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, color.rgba,
type + " of size " + width + "x" + height + " with mips should draw with " + color.name);
count = (count + 1) % colors.length;
color = colors[count];
fillLevel(0, width, height, color.rgba, cubeMap, true);
gl.generateMipmap(target);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, color.rgba,
type + " of size " + width + "x" + height + " with mips should draw with " + color.name);
gl.deleteTexture(tex);
glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
return true;
}
function fillLevel(level, width, height, color, opt_cubemap, opt_subTex) {
var numPixels = width * height;
var pixels = null;
var largeDim = Math.max(width, height);
var smallDim = Math.min(width, height);
var pixelRow = new Uint8Array(largeDim * 4);
for (var jj = 0; jj < largeDim; ++jj) {
var off = jj * 4;
pixelRow[off + 0] = color[0];
pixelRow[off + 1] = color[1];
pixelRow[off + 2] = color[2];
pixelRow[off + 3] = color[3];
}
if (largeDim == numPixels) {
pixels = pixelRow;
} else {
var pixels = new Uint8Array(numPixels * 4);
for (var jj = 0; jj < smallDim; ++jj) {
var off = jj * largeDim * 4;
pixels.set(pixelRow, off);
}
}
var targets = opt_cubemap ? [
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] :
[gl.TEXTURE_2D];
for (var ii = 0; ii < targets.length; ++ii) {
// debug(wtu.glEnumToString(gl, targets[ii]));
var index = (ii + power) % targets.length;
var target = targets[index];
if (opt_subTex) {
gl.texSubImage2D(
target, level, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE,
pixels);
} else {
gl.texImage2D(
target, level, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE,
pixels);
}
}
}
var successfullyParsed = true;
</script>
</body>
</html>