blob: 2f1a8f95f0f6ceba91a565e405c73e0e0b7a3397 [file] [log] [blame]
<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!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="vshader2d" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec2 texCoord0;
varying vec4 color;
uniform sampler2D tex;
uniform float lod;
void main() {
gl_Position = vPosition;
color = texture2DLod(tex, texCoord0, 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 texture2DLod 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 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() {
var program = wtu.setupProgram(
gl, ['vshader2d', 'fshader2d'], ['vPosition', 'texCoord0'], [0, 1]);
wtu.setupUnitQuad(gl, 0, 1);
shouldBe("colors.length", "9");
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(
gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
for (var ii = 0; ii < colors.length; ++ii) {
var color = colors[ii];
var size = Math.pow(2, colors.length - ii - 1);
wtu.fillTexture(gl, tex, size, size, color.color, ii);
}
var loc = gl.getUniformLocation(program, "lod");
for (var ii = 0; ii < colors.length; ++ii) {
gl.uniform1f(loc, ii);
var color = colors[ii];
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(
gl, color.color,
"256x256 texture drawn to 256x256 dest with lod = " + ii +
" should be " + color.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>