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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL HD-DPI issues texture conformance test.</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../resources/js-test-pre.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> |
| "use strict"; |
| description(); |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("example"); |
| var program = wtu.setupTexturedQuad(gl); |
| |
| function fillInMips(gl, size) { |
| // fill in the mips |
| var level = 1; |
| for (;;) { |
| size /= 2; |
| if (size < 1) { |
| break; |
| } |
| var numBytes = size * size * 4; |
| var pixels = new Uint8Array(numBytes); |
| for (var jj = 0; jj < numBytes; jj += 4) { |
| pixels[jj + 0] = 0; |
| pixels[jj + 1] = 255; |
| pixels[jj + 2] = 0; |
| pixels[jj + 3] = 255; |
| } |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
| } |
| } |
| |
| function testCanvas(size) { |
| debug(""); |
| debug("testing 2D canvas size " + size + ", " + size); |
| |
| var canvas = document.createElement("canvas"); |
| canvas.width = size; |
| canvas.height = size; |
| var ctx = canvas.getContext("2d"); |
| ctx.fillStyle = "rgb(0,255,0)"; |
| ctx.fillRect(0, 0, size, size); |
| |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas); |
| |
| fillInMips(gl, size); |
| |
| // Draw. If this an HD-DPI device and the 2d canvas is double res or larger |
| // the implementation must scale to CSS pixels (ie, canvas.width, canvas.height)( |
| // when doing the copy in texImage2D. If it has not scaled and instead done |
| // a direct copy of the larger texture this test will not have created enough mips |
| // and will therefore not be "texture complete" and will render in black. |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); |
| } |
| |
| function testWebGL(size) { |
| debug(""); |
| debug("testing WebGL canvas size " + size + ", " + size); |
| |
| var canvas = document.createElement("canvas"); |
| canvas.width = size; |
| canvas.height = size; |
| var gl2 = wtu.create3DContext(canvas); |
| gl2.clearColor(0,1,0,1); |
| gl2.clear(gl.COLOR_BUFFER_BIT); |
| |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas); |
| |
| fillInMips(gl, size); |
| |
| // Draw. If this an HD-DPI device check for 2 possible bugs. |
| // |
| // 1) the WebGL canvas is double res or larger. That's just a bug period and |
| // is checked for in another test but would also fail here. |
| // |
| // 2) the WebGL canvas is single res but the code the scales a double res |
| // 2d canvas also mistakenly scales a single res WebGL canvas. |
| // |
| // If it has been scaled then we'll have the wrong kind of mips chain here. |
| // Level 0 will be half resolution. Level 1 will be the same resolution |
| // and will therefore not be "texture complete" and will render in black. |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); |
| } |
| |
| testCanvas(4); |
| testCanvas(512); |
| testWebGL(4); |
| testWebGL(512); |
| glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors"); |
| |
| var successfullyParsed = true; |
| |
| </script> |
| <script src="../../resources/js-test-post.js"></script> |
| |
| </body> |
| </html> |
| |