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| 1 <!-- |
| 2 |
| 3 /* |
| 4 ** Copyright (c) 2012 The Khronos Group Inc. |
| 5 ** |
| 6 ** Permission is hereby granted, free of charge, to any person obtaining a |
| 7 ** copy of this software and/or associated documentation files (the |
| 8 ** "Materials"), to deal in the Materials without restriction, including |
| 9 ** without limitation the rights to use, copy, modify, merge, publish, |
| 10 ** distribute, sublicense, and/or sell copies of the Materials, and to |
| 11 ** permit persons to whom the Materials are furnished to do so, subject to |
| 12 ** the following conditions: |
| 13 ** |
| 14 ** The above copyright notice and this permission notice shall be included |
| 15 ** in all copies or substantial portions of the Materials. |
| 16 ** |
| 17 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| 18 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| 19 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| 20 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| 21 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| 22 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| 23 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| 24 */ |
| 25 |
| 26 --> |
| 27 |
| 28 <!DOCTYPE html> |
| 29 <html> |
| 30 <head> |
| 31 <meta charset="utf-8"> |
| 32 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| 33 <script src="../../resources/js-test-pre.js"></script> |
| 34 <script src="../resources/webgl-test.js"></script> |
| 35 <script src="../resources/webgl-test-utils.js"></script> |
| 36 <script id="fshader" type="x-shader/x-fragment"> |
| 37 precision mediump float; |
| 38 |
| 39 uniform sampler2D tex; |
| 40 varying vec2 texCoord; |
| 41 |
| 42 void main() |
| 43 { |
| 44 float intensity = texture2D(tex, texCoord).a; |
| 45 gl_FragColor = vec4(intensity, intensity, intensity, 1.0); |
| 46 } |
| 47 </script> |
| 48 |
| 49 </head> |
| 50 <body> |
| 51 <canvas id="example" width="256px" height="1px"></canvas> |
| 52 <div id="description"></div> |
| 53 <div id="console"></div> |
| 54 <script> |
| 55 description('Tests texSubImage2D upload path from Uint8Array'); |
| 56 |
| 57 var wtu = WebGLTestUtils; |
| 58 var canvas = document.getElementById("example"); |
| 59 var gl = wtu.create3DContext(canvas); |
| 60 gl.disable(gl.DITHER); |
| 61 var program = wtu.setupProgram( |
| 62 gl, |
| 63 [wtu.setupSimpleTextureVertexShader(gl), "fshader"], |
| 64 ['vPosition', 'texCoord0']); |
| 65 wtu.setupUnitQuad(gl); |
| 66 var textureWidth = 256; |
| 67 var textureHeight = 1; |
| 68 |
| 69 textureLoc = gl.getUniformLocation(program, "tex"); |
| 70 |
| 71 var texture = gl.createTexture(); |
| 72 gl.bindTexture(gl.TEXTURE_2D, texture); |
| 73 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
| 74 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
| 75 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| 76 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| 77 // Allocate the texture object |
| 78 gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALP
HA, gl.UNSIGNED_BYTE, null); |
| 79 // Prepare the image data |
| 80 var array = new Uint8Array(textureWidth); |
| 81 for (var i = 0; i < textureWidth; i++) |
| 82 array[i] = i; |
| 83 // Fill the texture object with data -- this is actually the code path being tes
ted |
| 84 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA,
gl.UNSIGNED_BYTE, array); |
| 85 |
| 86 // Clear and set up |
| 87 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| 88 gl.bindTexture(gl.TEXTURE_2D, texture); |
| 89 gl.useProgram(program); |
| 90 gl.uniform1i(textureLoc, 0); |
| 91 // Draw the texture to the frame buffer |
| 92 gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 93 |
| 94 // Read back the frame buffer |
| 95 var buf = new Uint8Array(textureWidth * textureHeight * 4); |
| 96 gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf)
; |
| 97 |
| 98 // Verify the frame buffer's contents |
| 99 var passed = true; |
| 100 for (var i = 0; i < textureWidth; i++) { |
| 101 var val = i; |
| 102 if (buf[4 * i + 0] != val || |
| 103 buf[4 * i + 1] != val || |
| 104 buf[4 * i + 2] != val) { |
| 105 testFailed("pixel at (" + i + ", 0) was (" + |
| 106 buf[4 * i + 0] + ", " + |
| 107 buf[4 * i + 1] + ", " + |
| 108 buf[4 * i + 2] + "), should be (" + |
| 109 val + ", " + val + ", " + val + ")"); |
| 110 passed = false; |
| 111 break; |
| 112 } |
| 113 } |
| 114 |
| 115 if (passed) |
| 116 testPassed(""); |
| 117 |
| 118 successfullyParsed = true; |
| 119 </script> |
| 120 <script src="../../resources/js-test-post.js"></script> |
| 121 </body> |
| 122 </html> |
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