| <!DOCTYPE html> |
| <html> |
| <head> |
| <title>WebGL Non-Power of 2 texture conformance test.</title> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"> </script> |
| <script src="resources/webgl-test-utils.js"> </script> |
| </head> |
| <body> |
| <canvas id="example" width="4" height="4" 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"> |
| #ifdef GL_ES |
| precision mediump float; |
| #endif |
| uniform samplerCube tex; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1))); |
| } |
| </script> |
| <script> |
| if (window.internals) |
| window.internals.settings.setWebGLErrorsToConsoleEnabled(false); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("example"); |
| var gl = wtu.create3DContext(canvas); |
| var program = wtu.setupTexturedQuad(gl); |
| |
| glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); |
| |
| // Make 3 textures by using 3 active texture units. |
| var textures = []; |
| for (var ii = 0; ii < 3; ++ii) { |
| var tex = gl.createTexture(); |
| gl.activeTexture(gl.TEXTURE0 + ii); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| textures[ii] = tex; |
| } |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| |
| // Alternate POT and NPOT textures, ending with NPOT. |
| // |
| // 1. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in NPOT texture) |
| gl.activeTexture(gl.TEXTURE0 + 0); |
| wtu.fillTexture(gl, textures[0], 5, 3, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D[0] with NPOT texture with level > 0 should return INVALID_VALUE"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 1); |
| wtu.fillTexture(gl, textures[1], 4, 4, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[1] with POT texture with level > 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 2); |
| wtu.fillTexture(gl, textures[2], 5, 3, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D[2] with NPOT texture with level > 0 should return INVALID_VALUE"); |
| |
| // 2. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in POT texture) |
| gl.activeTexture(gl.TEXTURE0 + 0); |
| wtu.fillTexture(gl, textures[0], 4, 4, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[0] with POT texture with level > 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 1); |
| wtu.fillTexture(gl, textures[1], 5, 3, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D[1] with POT texture with level > 0 should return INVALID_VALUE"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 2); |
| wtu.fillTexture(gl, textures[2], 4, 4, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[2] with POT texture with level > 0 should succeed"); |
| |
| // 3. Check that an NPOT texture on level 0 succeeds (alternating, ending in NPOT texture) |
| gl.activeTexture(gl.TEXTURE0 + 0); |
| wtu.fillTexture(gl, textures[0], 5, 3, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[0] with NPOT texture at level 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 1); |
| wtu.fillTexture(gl, textures[1], 4, 4, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[1] with POT texture at level 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 2); |
| wtu.fillTexture(gl, textures[2], 5, 3, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[2] with NPOT texture at level 0 should succeed"); |
| |
| // 4. Check that an NPOT texture on level 0 succeeds (alternating, ending in POT texture) |
| gl.activeTexture(gl.TEXTURE0 + 0); |
| wtu.fillTexture(gl, textures[0], 4, 4, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[0] with POT texture at level 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 1); |
| wtu.fillTexture(gl, textures[1], 5, 3, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[1] with NPOT texture at level 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 2); |
| wtu.fillTexture(gl, textures[2], 4, 4, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D[2] with POT texture at level 0 should succeed"); |
| |
| debug(""); |
| debug("check using cubemap"); |
| var program = wtu.setupProgram( |
| gl, |
| [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER), |
| wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)], |
| ['vPosition', 'texCoord0'], [0, 1]); |
| |
| // Make 3 textures by using 3 active texture units. |
| var cubeTextures = []; |
| for (var ii = 0; ii < 3; ++ii) { |
| var tex = gl.createTexture(); |
| gl.activeTexture(gl.TEXTURE0 + ii); |
| gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex); |
| cubeTextures[ii] = tex; |
| } |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| |
| // 5. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in NPOT texture) |
| gl.activeTexture(gl.TEXTURE0 + 0); |
| fillCubeTexture(gl, cubeTextures[0], 5, 3, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 1); |
| fillCubeTexture(gl, cubeTextures[1], 4, 4, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture with level > 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 2); |
| fillCubeTexture(gl, cubeTextures[2], 5, 3, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE"); |
| |
| // 6. Check that an NPOT texture not on level 0 generates INVALID_VALUE (alternating, ending in POT texture) |
| gl.activeTexture(gl.TEXTURE0 + 0); |
| fillCubeTexture(gl, cubeTextures[0], 4, 4, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture with level > 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 1); |
| fillCubeTexture(gl, cubeTextures[1], 5, 3, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.INVALID_VALUE, "gl.texImage2D with NPOT texture with level > 0 should return INVALID_VALUE"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 2); |
| fillCubeTexture(gl, cubeTextures[2], 4, 4, [0, 192, 128, 255], 1); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture with level > 0 should succeed"); |
| |
| // 7. Check that an NPOT texture on level 0 succeeds (alternating, ending in NPOT texture) |
| gl.activeTexture(gl.TEXTURE0 + 0); |
| fillCubeTexture(gl, cubeTextures[0], 5, 5, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with NPOT texture at level 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 1); |
| fillCubeTexture(gl, cubeTextures[1], 4, 4, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture at level 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 2); |
| fillCubeTexture(gl, cubeTextures[2], 5, 5, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with NPOT texture at level 0 should succeed"); |
| |
| // 8. Check that an NPOT texture on level 0 succeeds (alternating, ending in POT texture) |
| gl.activeTexture(gl.TEXTURE0 + 0); |
| fillCubeTexture(gl, cubeTextures[0], 4, 4, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture at level 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 1); |
| fillCubeTexture(gl, cubeTextures[1], 5, 5, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with NPOT texture at level 0 should succeed"); |
| |
| gl.activeTexture(gl.TEXTURE0 + 2); |
| fillCubeTexture(gl, cubeTextures[2], 4, 4, [0, 192, 128, 255]); |
| glErrorShouldBe(gl, gl.NO_ERROR, "gl.texImage2D with POT texture at level 0 should succeed"); |
| |
| function fillCubeTexture(gl, tex, width, height, color, opt_level) { |
| opt_level = opt_level || 0; |
| var canvas = document.createElement('canvas'); |
| canvas.width = width; |
| canvas.height = height; |
| var ctx2d = canvas.getContext('2d'); |
| ctx2d.fillStyle = "rgba(" + color[0] + "," + color[1] + "," + color[2] + "," + color[3] + ")"; |
| ctx2d.fillRect(0, 0, width, height); |
| gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex); |
| var targets = [ |
| 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]; |
| for (var tt = 0; tt < targets.length; ++tt) { |
| gl.texImage2D( |
| targets[tt], opt_level, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas); |
| } |
| }; |
| |
| </script> |
| </body> |
| </html> |
| |