blob: cd523a3f52ba6138493cc0b3abe55720e069c2b2 [file] [log] [blame]
function generateTest(pixelFormat, pixelType, pathToTestRoot, prologue) {
var wtu = WebGLTestUtils;
var gl = null;
var textureLoc = null;
var successfullyParsed = false;
var imgCanvas;
var red = [255, 0, 0];
var green = [0, 255, 0];
var init = function()
{
if (window.initNonKhronosFramework) {
window.initNonKhronosFramework(true);
}
description('Verify texImage2D and texSubImage2D code paths taking SVG image elements');
gl = wtu.create3DContext("example");
if (!prologue(gl)) {
finishTest();
return;
}
var program = wtu.setupTexturedQuad(gl);
gl.clearColor(0,0,0,1);
gl.clearDepth(1);
textureLoc = gl.getUniformLocation(program, "tex");
var image = new Image();
image.width = 10;
image.height = 10;
image.onload = function () {
runTest(image);
}
image.src = pathToTestRoot + "/resources/red-green.svg";
}
function runOneIteration(image, useTexSubImage2D, flipY, topColor, bottomColor)
{
debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
' with flipY=' + flipY);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var texture = gl.createTexture();
// Bind the texture to texture unit 0.
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture parameters.
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.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// Set up pixel store parameters.
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
// Upload the image into the texture.
if (useTexSubImage2D) {
// Initialize the texture to black first.
gl.texImage2D(gl.TEXTURE_2D, 0, gl[pixelFormat], image.width, image.height, 0,
gl[pixelFormat], gl[pixelType], null);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl[pixelFormat], gl[pixelType], image);
} else
gl.texImage2D(gl.TEXTURE_2D, 0, gl[pixelFormat], gl[pixelFormat], gl[pixelType], image);
// Point the uniform sampler to texture unit 0.
gl.uniform1i(textureLoc, 0);
// Draw the triangles.
wtu.drawQuad(gl, [0, 255, 0, 255]);
// Check a few pixels near the top and bottom and make sure they have
// the right color.
debug("Checking lower left corner");
wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor,
"shouldBe " + bottomColor);
debug("Checking upper left corner");
wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor,
"shouldBe " + topColor);
}
function runTest(image)
{
runOneIteration(image, false, true, red, green);
runOneIteration(image, false, false, green, red);
runOneIteration(image, true, true, red, green);
runOneIteration(image, true, false, green, red);
finishTest();
}
return init;
}