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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL texture mipmap conformance test.</title> |
| <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
| <script src="../../../js/js-test-pre.js"></script> |
| <script src="../../../js/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <canvas id="example" width="4" height="4" style="width: 16px; height: 16px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| 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"> |
| precision mediump float; |
| uniform sampler2D tex; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texCoord); |
| } |
| </script> |
| <script> |
| "use strict"; |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("example"); |
| var gl = wtu.create3DContext(canvas, undefined, 2); |
| |
| description("Test srgb emulation for generateMipmap."); |
| function generateMipmap() |
| { |
| debug("Generate mipmaps for sRGB texture"); |
| |
| wtu.setupUnitQuad(gl, 0, 1); |
| var program = wtu.setupProgram( |
| gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]); |
| |
| gl.disable(gl.DEPTH_TEST); |
| gl.disable(gl.BLEND); |
| |
| var colors = { |
| blank: [0, 0, 0, 0], |
| srgba: [0, 63, 127, 255], |
| }; |
| |
| var texLoc = gl.getUniformLocation(program, "tex"); |
| gl.uniform1i(texLoc, 0); |
| |
| var width = 128; |
| var height = 128; |
| canvas.width = width; |
| canvas.height = height; |
| gl.viewport(0, 0, width, height); |
| |
| var srgbTex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, srgbTex); |
| // Set full texture as srgba color first. |
| wtu.fillTexture(gl, srgbTex, width, height, colors['srgba'], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.SRGB8_ALPHA8); |
| // Set up-left region of the texture as red color. |
| // In order to make sure bi-linear interpolation operates on different colors, red region |
| // is 1 pixel smaller than a quarter of the full texture on each side. |
| var redWidth = width / 2 - 1; |
| var redHeight = height / 2 - 1; |
| var buf = new Uint8Array(redWidth * redHeight * 4); |
| for (var i = 0; i < redWidth * redHeight; i++) { |
| buf[4 * i + 0] = 255; |
| buf[4 * i + 1] = 0; |
| buf[4 * i + 2] = 0; |
| buf[4 * i + 3] = 255; |
| } |
| gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, redWidth, redHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| gl.generateMipmap(gl.TEXTURE_2D); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST); |
| |
| // Decode the srgba texture to a linear texture which will be used as reference. |
| var linearTex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, linearTex); |
| wtu.fillTexture(gl, linearTex, width, height, wtu.sRGBToLinear(colors['srgba']), 0, gl.RGBA, gl.UNSIGNED_BYTE); |
| // Set up-left region of the texture as red color. |
| // In order to make sure bi-linear interpolation operates on different colors, red region |
| // is 1 pixel smaller than a quarter of the full texture on each side. |
| for (var i = 0; i < redWidth * redHeight; i++) { |
| buf[4 * i + 0] = 255; |
| buf[4 * i + 1] = 0; |
| buf[4 * i + 2] = 0; |
| buf[4 * i + 3] = 255; |
| } |
| gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, redWidth, redHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| gl.generateMipmap(gl.TEXTURE_2D); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST); |
| |
| // Change canvas to a small size. |
| width = 64; |
| height = 64; |
| canvas.width = width; |
| canvas.height = height; |
| gl.viewport(0, 0, width, height); |
| |
| // Draw with srgb texture and linear texture respectively. |
| gl.bindTexture(gl.TEXTURE_2D, srgbTex); |
| wtu.clearAndDrawUnitQuad(gl); |
| var result = new Uint8Array(width * height * 4); |
| gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, result); |
| gl.bindTexture(gl.TEXTURE_2D, linearTex); |
| wtu.clearAndDrawUnitQuad(gl); |
| var reference = new Uint8Array(width * height * 4); |
| gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, reference); |
| |
| gl.deleteTexture(srgbTex); |
| gl.deleteTexture(linearTex); |
| |
| var tolerance = 7; |
| var diff = new Uint8Array(width * height * 4); |
| var failed = wtu.comparePixels(result, reference, tolerance, diff); |
| if (failed) { |
| testFailed("Generate wrong mipmaps for sRGB texture."); |
| wtu.displayImageDiff(result, reference, diff, width, height); |
| } else { |
| testPassed("Generate correct mipmaps for sRGB texture."); |
| } |
| } |
| |
| function generateMipmap_immutableTexture() |
| { |
| debug("Generate mipmaps for immutable texture."); |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texStorage2D(gl.TEXTURE_2D, Math.log2(canvas.width), gl.SRGB8_ALPHA8, canvas.width, canvas.height); |
| gl.generateMipmap(gl.TEXTURE_2D); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "GenerateMipmap should succeed."); |
| |
| gl.deleteTexture(tex); |
| } |
| |
| function generateMipmap_widthHeightNotEqual() |
| { |
| debug("Generate mipmaps when width and height are not equal."); |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, 64, 32, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| gl.generateMipmap(gl.TEXTURE_2D); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "GenerateMipmap should succeed."); |
| |
| gl.deleteTexture(tex); |
| } |
| |
| function generateMipmap_maxLevelLessThanFullMipmapLevel() |
| { |
| debug("Generate mipmaps when maxLevel is less than full mipmap level."); |
| |
| wtu.setupUnitQuad(gl, 0, 1); |
| var program = wtu.setupProgram( |
| gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]); |
| |
| var colors = [0, 63, 127, 255]; |
| |
| var texLoc = gl.getUniformLocation(program, "tex"); |
| gl.uniform1i(texLoc, 0); |
| |
| var width = 16; |
| var height = 16; |
| canvas.width = width; |
| canvas.height = height; |
| gl.viewport(0, 0, width, height); |
| |
| var srgbTex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, srgbTex); |
| wtu.fillTexture(gl, srgbTex, width, height, colors, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.SRGB8_ALPHA8); |
| |
| // Set max level, check if the max level mipmap is generated. |
| var max_level = 3; |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, max_level); |
| gl.generateMipmap(gl.TEXTURE_2D); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST); |
| |
| width >>= max_level; |
| height >>= max_level; |
| canvas.width = width; |
| canvas.height = height; |
| gl.viewport(0, 0, width, height); |
| |
| gl.bindTexture(gl.TEXTURE_2D, srgbTex); |
| wtu.clearAndDrawUnitQuad(gl); |
| |
| var reference = wtu.sRGBToLinear(colors); |
| var msg; |
| wtu.checkCanvasRect(gl, 0, 0, width, height, reference, msg, [1,1,1,1]); |
| |
| gl.deleteTexture(srgbTex); |
| } |
| |
| generateMipmap(); |
| generateMipmap_immutableTexture(); |
| generateMipmap_widthHeightNotEqual(); |
| generateMipmap_maxLevelLessThanFullMipmapLevel(); |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |
| |