| function generateTest(pixelFormat, pixelType, prologue) { |
| var wtu = WebGLTestUtils; |
| var gl = null; |
| var textureLoc = null; |
| var successfullyParsed = false; |
| |
| var init = function() |
| { |
| if (window.initNonKhronosFramework) { |
| window.initNonKhronosFramework(true); |
| } |
| |
| description('Verify texImage2D and texSubImage2D code paths taking canvas elements (' + pixelFormat + '/' + pixelType + ')'); |
| |
| gl = wtu.create3DContext("example"); |
| |
| if (!prologue(gl)) { |
| finishTest(); |
| return; |
| } |
| |
| var program = wtu.setupTexturedQuad(gl); |
| |
| gl.clearColor(0,0,0,1); |
| gl.clearDepth(1); |
| |
| var testCanvas = document.createElement('canvas'); |
| testCanvas.width = 1; |
| testCanvas.height = 2; |
| var ctx = testCanvas.getContext("2d"); |
| ctx.fillStyle = "#ff0000"; |
| ctx.fillRect(0,0,1,1); |
| ctx.fillStyle = "#00ff00"; |
| ctx.fillRect(0,1,1,1); |
| runTest(testCanvas); |
| } |
| |
| 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); |
| // Disable any writes to the alpha channel |
| gl.colorMask(1, 1, 1, 0); |
| 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_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, 0, 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) |
| { |
| var red = [255, 0, 0]; |
| var green = [0, 255, 0]; |
| runOneIteration(image, false, true, red, green); |
| runOneIteration(image, false, false, green, red); |
| runOneIteration(image, true, true, red, green); |
| runOneIteration(image, true, false, green, red); |
| |
| glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors"); |
| finishTest(); |
| } |
| |
| return init; |
| } |