| <!DOCTYPE html> |
| <html> |
| <head> |
| <title>WebGL "Texture Complete" texture conformance test.</title> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"> </script> |
| </head> |
| <body> |
| <canvas id="example" width="40" height="40" style="width: 40px; height: 40px;"></canvas> |
| <canvas id="canvas2d" width="16" height="16" style="width: 40px; height: 40px;"></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 vec4 vPosition; |
| attribute vec2 texCoord0; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_Position = vPosition; |
| texCoord = texCoord0; |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| #ifdef GL_ES |
| precision highp float; |
| #endif |
| uniform sampler2D tex; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texCoord); |
| } |
| </script> |
| |
| <script> |
| function init() |
| { |
| if (window.initNonKhronosFramework) { |
| window.initNonKhronosFramework(false); |
| } |
| |
| if (window.internals) |
| window.internals.settings.setWebGLErrorsToConsoleEnabled(false); |
| |
| debug("Checks that a texture that is not -texture-complete- does not draw if"+ |
| " filtering needs mips"); |
| debug(""); |
| |
| var canvas2d = document.getElementById("canvas2d"); |
| var ctx2d = canvas2d.getContext("2d"); |
| ctx2d.fillStyle = "rgba(0,192,128,255)"; |
| ctx2d.fillRect(0, 0, 16, 16); |
| |
| gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"], |
| [ 0, 0, 0, 1 ], 1); |
| |
| gl.disable(gl.DEPTH_TEST); |
| gl.disable(gl.BLEND); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, |
| new Float32Array([ -1,1,0, 1,1,0, -1,-1,0, |
| -1,-1,0, 1,1,0, 1,-1,0 ]), |
| gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, |
| new Float32Array([ 0,0, 1,0, 0,1, |
| 0,1, 1,0, 1,1 ]), |
| gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
| |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| // 16x16 texture no mips |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
| |
| var loc = gl.getUniformLocation(gl.program, "tex"); |
| gl.uniform1i(loc, 0); |
| |
| checkBuffer(0,0,0,255, |
| "texture that is not -texture-complete- when " + |
| "TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255"); |
| glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); |
| |
| gl.activeTexture(gl.TEXTURE1); |
| checkBuffer(0,0,0,255, |
| "meaningless change of the active texture should not affect the black-texture fallback."); |
| glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); |
| gl.activeTexture(gl.TEXTURE0); |
| |
| function checkBuffer(r, g, b, a, msg) { |
| gl.clearColor(1,1,1,1); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| gl.flush(); |
| var buf = new Uint8Array(4 * 4 * 4); |
| gl.readPixels(0, 0, 4, 4, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| for (var i = 0; i < 4 * 4; ++i) { |
| var offset = i * 4; |
| if (buf[offset + 0] != r || |
| buf[offset + 1] != g || |
| buf[offset + 2] != b || |
| buf[offset + 3] != a) { |
| debug('expected: ' + r + ', ' + g + ', ' + b + ', ' + a + |
| ' was: ' + |
| buf[offset + 0] + ', ' + |
| buf[offset + 1] + ', ' + |
| buf[offset + 2] + ', ' + |
| buf[offset + 3]); |
| testFailed(msg); |
| return; |
| } |
| } |
| testPassed(msg); |
| } |
| } |
| |
| init(); |
| </script> |
| </body> |
| </html> |
| |