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<!DOCTYPE html>
<html>
<head>
<title>WebGL "Texture Complete" texture conformance test.</title>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"> </script>
</head>
<body>
<canvas id="example" width="40" height="40" style="width: 40px; height: 40px;"></canvas>
<canvas id="canvas2d" width="16" height="16" style="width: 40px; height: 40px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
#ifdef GL_ES
precision highp float;
#endif
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">
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D tex;
varying vec2 texCoord;
void main()
{
gl_FragColor = texture2D(tex, texCoord);
}
</script>
<script>
function init()
{
if (window.initNonKhronosFramework) {
window.initNonKhronosFramework(false);
}
if (window.internals)
window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
debug("Checks that a texture that is not -texture-complete- does not draw if"+
" filtering needs mips");
debug("");
var canvas2d = document.getElementById("canvas2d");
var ctx2d = canvas2d.getContext("2d");
ctx2d.fillStyle = "rgba(0,192,128,255)";
ctx2d.fillRect(0, 0, 16, 16);
gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
[ 0, 0, 0, 1 ], 1);
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.BLEND);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array([ -1,1,0, 1,1,0, -1,-1,0,
-1,-1,0, 1,1,0, 1,-1,0 ]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array([ 0,0, 1,0, 0,1,
0,1, 1,0, 1,1 ]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
// 16x16 texture no mips
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
var loc = gl.getUniformLocation(gl.program, "tex");
gl.uniform1i(loc, 0);
checkBuffer(0,0,0,255,
"texture that is not -texture-complete- when " +
"TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255");
glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
gl.activeTexture(gl.TEXTURE1);
checkBuffer(0,0,0,255,
"meaningless change of the active texture should not affect the black-texture fallback.");
glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
gl.activeTexture(gl.TEXTURE0);
function checkBuffer(r, g, b, a, msg) {
gl.clearColor(1,1,1,1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.flush();
var buf = new Uint8Array(4 * 4 * 4);
gl.readPixels(0, 0, 4, 4, gl.RGBA, gl.UNSIGNED_BYTE, buf);
for (var i = 0; i < 4 * 4; ++i) {
var offset = i * 4;
if (buf[offset + 0] != r ||
buf[offset + 1] != g ||
buf[offset + 2] != b ||
buf[offset + 3] != a) {
debug('expected: ' + r + ', ' + g + ', ' + b + ', ' + a +
' was: ' +
buf[offset + 0] + ', ' +
buf[offset + 1] + ', ' +
buf[offset + 2] + ', ' +
buf[offset + 3]);
testFailed(msg);
return;
}
}
testPassed(msg);
}
}
init();
</script>
</body>
</html>