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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL the max advertized texture size is supported.</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../js/js-test-pre.js"></script> |
| <script src="../../js/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 id="vshader" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| attribute vec2 texCoord0; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_Position = vPosition; |
| texCoord = texCoord0; |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform samplerCube tex; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1))); |
| } |
| </script> |
| <script> |
| "use strict"; |
| description(document.title); |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("example"); |
| var program = wtu.setupTexturedQuad(gl); |
| |
| function shouldBePowerOfTwo(n, name) { |
| var power = Math.round(Math.log(n) / Math.log(2)); |
| if (Math.pow(2, power) == n) { |
| testPassed(name + ' is a power of two.'); |
| } else { |
| testFailed(name + ' should be a power of two, but was ' + n); |
| } |
| } |
| |
| // Note: It seems like a reasonable assuption that a 1xN texture size should |
| // work. Even 1 by 128k is only 512k |
| var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); |
| debug("advertised max size: " + maxSize); |
| debug("verifying max size is power-of-two (implied by GLES 2.0 section 3.7.1)"); |
| shouldBePowerOfTwo(maxSize, 'Max size'); |
| var testSize = Math.min(maxSize, 128 * 1024); |
| var pixels = new Uint8Array(testSize * 4); |
| for (var ii = 0; ii < testSize; ++ii) { |
| var off = ii * 4; |
| pixels[off + 0] = 0; |
| pixels[off + 1] = 255; |
| pixels[off + 2] = 128; |
| pixels[off + 3] = 255; |
| } |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| |
| debug("test " + testSize + "x1"); |
| gl.texImage2D( |
| gl.TEXTURE_2D, 0, gl.RGBA, testSize, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
| pixels); |
| gl.generateMipmap(gl.TEXTURE_2D); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 255, 128, 255], |
| "Should be 0, 255, 128, 255"); |
| debug("test 1x" + testSize); |
| gl.texImage2D( |
| gl.TEXTURE_2D, 0, gl.RGBA, 1, testSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
| pixels); |
| gl.generateMipmap(gl.TEXTURE_2D); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 255, 128, 255], |
| "Should be 0, 255, 128, 255"); |
| |
| var program = wtu.setupProgram( |
| gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); |
| |
| // NOTE: We can't easily test cube maps because they require width == height |
| // and we might not have enough memory for maxSize by maxSize texture. |
| |
| var successfullyParsed = true; |
| |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |
| |
| |