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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL2 Non-Power of 2 texture 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="5" height="3" style="width: 40px; height: 30px;"></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 samplerCube tex;
varying vec2 texCoord;
void main()
{
gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1)));
}
</script>
<script>
"use strict";
description(document.title);
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example", undefined, 2);
var program = wtu.setupTexturedQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
var tests = [
{ format: gl.RGBA,
type: gl.UNSIGNED_BYTE,
color: [192, 0, 128, 64],
expected: [192, 0, 128, 64],
tolerance: 0,
},
{ format: gl.RGB,
type: gl.UNSIGNED_BYTE,
color: [192, 0, 128],
expected: [192, 0, 128, 255],
tolerance: 0,
},
{ format: gl.LUMINANCE,
type: gl.UNSIGNED_BYTE,
color: [192],
expected: [192, 192, 192, 255],
tolerance: 0,
},
{ format: gl.ALPHA,
type: gl.UNSIGNED_BYTE,
color: [64],
expected: [0, 0, 0, 64],
tolerance: 0,
},
{ format: gl.LUMINANCE_ALPHA,
type: gl.UNSIGNED_BYTE,
color: [192, 64],
expected: [192, 192, 192, 64],
tolerance: 0,
},
];
tests.forEach(function(test) {
debug("");
debug("test " + wtu.glEnumToString(gl, test.format) + "/" + wtu.glEnumToString(gl, test.type));
var tex = gl.createTexture();
// Check that an NPOT texture not on level 0 does not generate INVALID_VALUE
wtu.fillTexture(gl, tex, 5, 3, test.color, 1, test.format, test.type);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"gl.texImage2D with NPOT texture with level > 0 should succeed");
// Check that an NPOT texture on level 0 succeeds
wtu.fillTexture(gl, tex, 5, 3, test.color, 0, test.format, test.type);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"gl.texImage2D with NPOT texture at level 0 should succeed");
// Check that generateMipmap succeeds on NPOT
gl.generateMipmap(gl.TEXTURE_2D);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"gl.generateMipmap with NPOT texture should succeed");
// Check that nothing is drawn if filtering is not correct for NPOT
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.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(
gl, test.expected,
"NPOT texture with TEXTURE_WRAP set to REPEAT should draw");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
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);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(
gl, test.expected,
"NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(
gl, test.expected,
"NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw.");
gl.copyTexImage2D(gl.TEXTURE_2D, 1, test.format, 0, 0, 5, 3, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"copyTexImage2D with NPOT texture with level > 0 should succeed.");
// Check that generateMipmap for an POT texture succeeds
wtu.fillTexture(gl, tex, 2, 2, test.color, 0, test.format);
gl.generateMipmap(gl.TEXTURE_2D);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"gl.texImage2D and gl.generateMipmap with POT texture at level 0 should succeed");
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(
gl, test.expected,
"POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw.");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
});
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>