blob: 24a2a82729787229caa43a887c084bad4c338131 [file] [log] [blame]
<!DOCTYPE html>
<html>
<head>
<title>texImage2D with ImageBitmap.</title>
<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"></canvas>
<div id="description"></div>
<script>
function loadImage(url) {
return new Promise((resolve, reject) => {
var img = document.createElement('img');
img.onload = () => resolve(img);
img.onerror = e => reject(e);
img.src = url;
});
}
function checkPixel(buf, width, x, y, color) {
var off = (y * width + x) * 4;
var msg = "pixel " + x + ", " + y + " should be " +
color[0] + ", " +
color[1] + ", " +
color[2] + ", " +
color[3] + " was " +
buf[off + 0] + ", " +
buf[off + 1] + ", " +
buf[off + 2] + ", " +
buf[off + 3];
for (var ii = 0; ii < 4; ++ii) {
if (buf[off + ii] != color[ii]) {
testFailed(msg);
return;
}
}
testPassed(msg);
}
function checkPixelRange(buf, width, x, y, color, allowedRange) {
var off = (y * width + x) * 4;
var msg = "pixel " + x + ", " + y + " should be within " +
allowedRange + " units of " +
color[0] + ", " +
color[1] + ", " +
color[2] + ", " +
color[3];
var subMsg = " was " +
buf[off + 0] + ", " +
buf[off + 1] + ", " +
buf[off + 2] + ", " +
buf[off + 3];
// When running in WebKit's test harness, we don't want to print the
// pixel value when the test passes, because different machines might
// have different results and we record the text output.
var inDumpRenderTree = window.testRunner;
for (var ii = 0; ii < 4; ++ii) {
if (Math.abs(buf[off + ii] - color[ii]) > allowedRange) {
testFailed(msg + subMsg);
return;
}
}
testPassed(msg + (inDumpRenderTree ? "" : subMsg));
}
async function test() {
var wtu = WebGLTestUtils;
var canvas = document.getElementById("example");
var gl = wtu.create3DContext(canvas);
var program = wtu.setupTexturedQuad(gl);
glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
var img = await loadImage('resources/3x3.png');
var loc = gl.getUniformLocation(program, "tex");
gl.uniform1i(loc, 0);
gl.disable(gl.BLEND);
gl.disable(gl.DEPTH_TEST);
var width = canvas.width;
var height = canvas.height;
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
var bitmap = await createImageBitmap(img);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE,
bitmap);
glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup");
wtu.drawQuad(gl);
var buf = new Uint8Array(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
var left = 0;
var middle = Math.floor(width / 2);
var right = width - 1;
var bottom = 0;
var center = Math.floor(height / 2);
var top = height - 1;
checkPixel(buf, width, left, top, [ 0, 0, 0, 255]);
checkPixel(buf, width, middle, top, [ 0, 0, 255, 255]);
checkPixel(buf, width, right, top, [255, 0, 0, 255]);
checkPixel(buf, width, left, center, [255, 0, 255, 255]);
checkPixel(buf, width, middle, center, [255, 0, 0, 255]);
checkPixel(buf, width, right, center, [ 0, 255, 0, 255]);
checkPixel(buf, width, left, bottom, [255, 0, 0, 255]);
checkPixel(buf, width, middle, bottom, [255, 255, 0, 255]);
checkPixel(buf, width, right, bottom, [255, 0, 0, 255]);
}
window.testRunner.waitUntilDone();
test().then(() => {
window.testRunner.notifyDone();
}, e => {
testFailed(String(e));
});
</script>