| <html> |
| <head> |
| <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="1px" height="2px"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| description('Verifies texImage2D and texSubImage2D code paths taking ArrayBufferView'); |
| |
| var wtu = WebGLTestUtils; |
| var gl = null; |
| var textureLoc = null; |
| |
| // These two declarations need to be global for "shouldBe" to see them |
| var buf = null; |
| var idx = 0; |
| var pixel = [0, 0, 0, 1]; |
| var correctColor = null; |
| |
| function generateRGBAData(type, unpackAlignment) |
| { |
| var sourceData = [ 255, 0, 0, 255, |
| 0, 255, 0, 0 ]; |
| switch (type) { |
| case gl.UNSIGNED_BYTE: { |
| var rowWidth = Math.max(unpackAlignment, 4); |
| var data = new Uint8Array(2 * rowWidth); |
| for (var y = 0; y < 2; ++y) { |
| var index = y * rowWidth; |
| for (var element = 0; element < 4; ++element) { |
| data[index + element] = sourceData[4 * y + element]; |
| } |
| } |
| return data; |
| } |
| case gl.UNSIGNED_SHORT_4_4_4_4: { |
| var rowWidth = Math.max(unpackAlignment, 2) / 2; |
| var data = new Uint16Array(2 * rowWidth); |
| for (var y = 0; y < 2; ++y) { |
| var index = y * rowWidth; |
| data[index] = (((sourceData[4 * y] & 0xF0) << 8) |
| | ((sourceData[4 * y + 1] & 0xF0) << 4) |
| | (sourceData[4 * y + 2] & 0xF0) |
| | (sourceData[4 * y + 3] >> 4)); |
| } |
| return data; |
| } |
| case gl.UNSIGNED_SHORT_5_5_5_1: { |
| var rowWidth = Math.max(unpackAlignment, 2) / 2; |
| var data = new Uint16Array(2 * rowWidth); |
| for (var y = 0; y < 2; ++y) { |
| var index = y * rowWidth; |
| data[index] = (((sourceData[4 * y] & 0xF8) << 8) |
| | ((sourceData[4 * y + 1] & 0xF8) << 3) |
| | ((sourceData[4 * y + 2] & 0xF8) >> 2) |
| | (sourceData[4 * y + 3] >> 7)); |
| } |
| return data; |
| } |
| } |
| } |
| |
| function typeToString(type) |
| { |
| switch (type) { |
| case gl.UNSIGNED_BYTE: return 'UNSIGNED_BYTE'; |
| case gl.UNSIGNED_SHORT_5_5_5_1: return 'UNSIGNED_SHORT_5_5_5_1'; |
| case gl.UNSIGNED_SHORT_4_4_4_4: return 'UNSIGNED_SHORT_4_4_4_4'; |
| } |
| return 'Unknown type ' + type; |
| } |
| |
| function runOneIteration(useTexSubImage2D, type, unpackAlignment, flipY, premultiplyAlpha, topColor, bottomColor) |
| { |
| debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') + |
| ' with type=' + typeToString(type) + |
| ', unpackAlignment=' + unpackAlignment + |
| ', flipY=' + flipY + ', premultiplyAlpha=' + premultiplyAlpha); |
| gl.colorMask(true, true, true, true); |
| gl.clearColor(0, 0, 0, 1.0); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| // Enable writes to the RGB channels |
| gl.colorMask(true, true, true, false); |
| 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); |
| // Set up pixel store parameters |
| gl.pixelStorei(gl.UNPACK_ALIGNMENT, unpackAlignment); |
| gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY); |
| gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, premultiplyAlpha); |
| // Generate the data |
| var data = generateRGBAData(type, unpackAlignment); |
| if (gl.getError() != gl.NO_ERROR) |
| testFailed("GL error before texture upload"); |
| // Upload the image into the texture |
| if (useTexSubImage2D) { |
| // Initialize the texture to black first |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0, |
| gl.RGBA, type, null); |
| if (gl.getError() != gl.NO_ERROR) |
| testFailed("GL error after texImage2D(null)"); |
| gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 2, gl.RGBA, type, data); |
| if (gl.getError() != gl.NO_ERROR) |
| testFailed("GL error after texSubImage2D"); |
| } else { |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0, gl.RGBA, type, data); |
| if (gl.getError() != gl.NO_ERROR) |
| testFailed("GL error after texImage2D"); |
| } |
| |
| // Point the uniform sampler to texture unit 0 |
| gl.uniform1i(textureLoc, 0); |
| // Draw the triangles |
| wtu.drawQuad(gl, [0, 0, 0, 255]); |
| |
| // Read back the rendering results |
| buf = new Uint8Array(1 * 2 * 4); |
| gl.readPixels(0, 0, 1, 2, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| // Check the top pixel and bottom pixel and make sure they have |
| // the right color. |
| debug("Checking bottom pixel"); |
| wtu.checkCanvasRect(gl, 0, 0, 1, 1, bottomColor, "shouldBe " + bottomColor); |
| debug("Checking top pixel"); |
| wtu.checkCanvasRect(gl, 0, 1, 1, 1, topColor, "shouldBe " + topColor); |
| } |
| |
| function runTest() |
| { |
| var red = [255, 0, 0, 255]; |
| var green = [0, 255, 0, 255]; |
| var redPremultiplyAlpha = [255, 0, 0, 255]; |
| var greenPremultiplyAlpha = [0, 0, 0, 255]; |
| |
| var types = [ gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_5_5_5_1, gl.UNSIGNED_SHORT_4_4_4_4 ]; |
| var unpackAlignments = [ 1, 2, 4, 8 ]; |
| |
| for (var i = 0; i < types.length; ++i) { |
| var type = types[i]; |
| for (var j = 0; j < unpackAlignments.length; ++j) { |
| var unpackAlignment = unpackAlignments[j]; |
| runOneIteration(false, type, unpackAlignment, true, false, |
| red, green); |
| runOneIteration(false, type, unpackAlignment, false, false, |
| green, red); |
| runOneIteration(false, type, unpackAlignment, true, true, |
| redPremultiplyAlpha, greenPremultiplyAlpha); |
| runOneIteration(false, type, unpackAlignment, false, true, |
| greenPremultiplyAlpha, redPremultiplyAlpha); |
| runOneIteration(true, type, unpackAlignment, true, false, |
| red, green); |
| runOneIteration(true, type, unpackAlignment, false, false, |
| green, red); |
| runOneIteration(true, type, unpackAlignment, true, true, |
| redPremultiplyAlpha, greenPremultiplyAlpha); |
| runOneIteration(true, type, unpackAlignment, false, true, |
| greenPremultiplyAlpha, redPremultiplyAlpha); |
| } |
| } |
| |
| } |
| |
| var canvas = document.getElementById("example"); |
| gl = wtu.create3DContext(canvas); |
| var program = wtu.setupTexturedQuad(gl); |
| gl.disable(gl.BLEND); |
| |
| gl.clearColor(0,0,0,1); |
| gl.clearDepth(1); |
| |
| textureLoc = gl.getUniformLocation(program, "tex"); |
| |
| runTest(); |
| </script> |
| </body> |
| </html> |