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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL texture2D GLSL conformance test.</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
<script src="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="256" height="256" style="width: 16px; height: 16px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader2dvec3" type="x-shader/x-vertex">
attribute vec4 vPosition;
varying vec4 color;
uniform sampler2D tex;
uniform float divisor;
uniform float lod;
void main() {
gl_Position = vPosition;
color = texture2DProjLod(tex, vec3(0.75 * divisor, 0.25 * divisor, divisor), lod);
}
</script>
<script id="vshader2dvec4" type="x-shader/x-vertex">
attribute vec4 vPosition;
varying vec4 color;
uniform sampler2D tex;
uniform float divisor;
uniform float lod;
void main() {
gl_Position = vPosition;
color = texture2DProjLod(tex, vec4(0.75 * divisor, 0.25 * divisor, 123.0, divisor), lod);
}
</script>
<script id="fshader2d" type="x-shader/x-fragment">
precision mediump float;
varying vec4 color;
void main() {
gl_FragData[0] = color;
}
</script>
<script>
"use strict";
description("tests GLSL texture2DProjLod function");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("example");
shouldBe("canvas.width", "256");
shouldBe("canvas.height", "256");
var colors = [
{name: 'red', color:[255, 0, 0, 255]},
{name: 'green', color:[0, 255, 0, 255]},
{name: 'blue', color:[0, 0, 255, 255]},
{name: 'yellow', color:[255, 255, 0, 255]},
{name: 'magenta', color:[255, 0, 255, 255]},
{name: 'cyan', color:[0, 255, 255, 255]},
{name: 'pink', color:[255, 128, 128, 255]},
{name: 'gray', color:[128, 128, 128, 255]},
{name: 'light green', color:[128, 255, 128, 255]},
];
var contextTypes = ["2d", "webgl"];
var vectorTypes = ["vec3", "vec4"];
var gl = wtu.create3DContext(canvas);
if (gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) > 0) {
runTest();
} else {
testPassed("MAX_VERTEX_TEXTURE_IMAGE_UNITS == 0, this is okay.");
}
function runTest() {
// Avoid creating a WebGL context for every test, as it causes:
// Too many active WebGL contexts. Oldest context will be lost.
var canvasWebGL = document.createElement("canvas");
var ctxWebGL = canvasWebGL.getContext("webgl");
// Might as well do the same for canvas 2d
var canvas2d = document.createElement("canvas");
var ctx2d = canvas2d.getContext("2d");
shouldBe("colors.length", "9");
contextTypes.forEach((context) => {
vectorTypes.forEach((vectorType) => {
debug("");
debug(`testing ${context} context with ${vectorType} vertex shader`);
var program = wtu.setupProgram(
gl, ['vshader2d' + vectorType, 'fshader2d'], ['vPosition', 'texCoord0'], [0, 1]);
wtu.setupUnitQuad(gl, 0, 1);
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(
gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_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);
// Fill the top right quadrant of each texture level with one of the colors
for (var ii = 0; ii < colors.length; ++ii) {
var color = colors[ii];
var size = Math.pow(2, colors.length - ii - 1);
if (context === "2d") {
canvas2d.width = size;
canvas2d.height = size;
ctx2d.fillStyle = "rgb(0,0,0)";
ctx2d.fillRect(0, 0, size, size);
ctx2d.fillStyle = "rgb(" + color.color[0] + "," + color.color[1] + "," + color.color[2] + ")";
ctx2d.fillRect(size / 2, 0, size / 2, size / 2);
gl.texImage2D(gl.TEXTURE_2D, ii, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
} else if (context === "webgl") {
canvasWebGL.width = canvasWebGL.height = size;
ctxWebGL.clearColor(0, 0, 0, 1);
ctxWebGL.clear(gl.COLOR_BUFFER_BIT);
ctxWebGL.enable(gl.SCISSOR_TEST);
ctxWebGL.scissor(size/2, size/2, size/2, size/2)
ctxWebGL.clearColor(color.color[0]/255, color.color[1]/255, color.color[2]/255, 1)
ctxWebGL.clear(gl.COLOR_BUFFER_BIT);
gl.texImage2D(gl.TEXTURE_2D, ii, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvasWebGL);
}
}
var lodLoc = gl.getUniformLocation(program, "lod");
var divLoc = gl.getUniformLocation(program, "divisor");
for (var div = 1; div < 4; ++div) {
for (var ii = 0; ii < colors.length - 1; ++ii) {
gl.uniform1f(lodLoc, ii);
gl.uniform1f(divLoc, div);
var lodColor = colors[ii];
var size = Math.pow(2, colors.length - ii - 1);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(
gl, lodColor.color,
"sampling with lod = " + ii +
" divider = " + div +
" should be " + lodColor.name);
}
}
});
});
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
}
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>