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/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
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**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
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** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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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>
<script>
"use strict";
var wtu = WebGLTestUtils;
var gl = null;
var texture;
var textureLoc = null;
var successfullyParsed = false;
function init()
{
initTestingHarnessWaitUntilDone();
description('Tests there is no garbage in transparent regions of images uploaded as textures');
wtu = WebGLTestUtils;
gl = wtu.create3DContext("example");
var program = wtu.setupTexturedQuad(gl);
gl.clearColor(0.5,0.5,0.5,1);
gl.clearDepth(1);
textureLoc = gl.getUniformLocation(program, "tex");
// The input texture has 8 characters; take the leftmost one
var coeff = 1.0 / 8.0;
var texCoords = new Float32Array([
coeff, 1.0,
0.0, 1.0,
0.0, 0.0,
coeff, 1.0,
0.0, 0.0,
coeff, 0.0]);
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
texture = wtu.loadTexture(gl, "../resources/bug-32888-texture.png", runTest);
}
// These two declarations need to be global for "shouldBe" to see them
var buf = null;
var idx = 0;
function runTest()
{
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// Bind the texture to texture unit 0
gl.bindTexture(gl.TEXTURE_2D, texture);
// Point the uniform sampler to texture unit 0
gl.uniform1i(textureLoc, 0);
// Draw the triangles
wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
// Spot check a couple of 2x2 regions in the upper and lower left
// corners; they should be the rgb values in the texture.
var color = [0, 0, 0];
debug("Checking lower left corner");
wtu.checkCanvasRect(gl, 1, gl.canvas.height - 3, 2, 2, color,
"shouldBe " + color);
debug("Checking upper left corner");
wtu.checkCanvasRect(gl, 1, 1, 2, 2, color,
"shouldBe " + color);
finishTest();
}
</script>
</head>
<body onload="init()">
<canvas id="example" width="32" height="32"></canvas>
<div id="description"></div>
<div id="console"></div>
</body>
</html>