Index: third_party/webgl/sdk/tests/conformance/textures/tex-sub-image-2d.html |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/textures/tex-sub-image-2d.html (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/textures/tex-sub-image-2d.html (working copy) |
@@ -1,100 +0,0 @@ |
-<!-- |
-Copyright (c) 2011 The Chromium Authors. All rights reserved. |
-Use of this source code is governed by a BSD-style license that can be |
-found in the LICENSE file. |
- --> |
-<!DOCTYPE html> |
-<html> |
-<head> |
-<meta charset="utf-8"> |
-<link rel="stylesheet" href="../../resources/js-test-style.css"/> |
-<script src="../../resources/js-test-pre.js"></script> |
-<script src="../resources/webgl-test.js"></script> |
-<script src="../resources/webgl-test-utils.js"></script> |
-<script id="fshader" type="x-shader/x-fragment"> |
-precision mediump float; |
- |
-uniform sampler2D tex; |
-varying vec2 texCoord; |
- |
-void main() |
-{ |
- float intensity = texture2D(tex, texCoord).a; |
- gl_FragColor = vec4(intensity, intensity, intensity, 1.0); |
-} |
-</script> |
- |
-</head> |
-<body> |
-<canvas id="example" width="256px" height="1px"></canvas> |
-<div id="description"></div> |
-<div id="console"></div> |
-<script> |
-description('Tests texSubImage2D upload path from Uint8Array'); |
- |
-var wtu = WebGLTestUtils; |
-var canvas = document.getElementById("example"); |
-var gl = wtu.create3DContext(canvas); |
-var program = wtu.setupProgram( |
- gl, |
- [wtu.setupSimpleTextureVertexShader(gl), |
- wtu.loadShaderFromScript(gl, "fshader")], |
- ['vPosition', 'texCoord0']); |
-wtu.setupUnitQuad(gl); |
-var textureWidth = 256; |
-var textureHeight = 1; |
- |
-textureLoc = gl.getUniformLocation(program, "tex"); |
- |
-var texture = gl.createTexture(); |
-gl.bindTexture(gl.TEXTURE_2D, texture); |
-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); |
-// Allocate the texture object |
-gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null); |
-// Prepare the image data |
-var array = new Uint8Array(textureWidth); |
-for (var i = 0; i < textureWidth; i++) |
- array[i] = i; |
-// Fill the texture object with data -- this is actually the code path being tested |
-gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA, gl.UNSIGNED_BYTE, array); |
- |
-// Clear and set up |
-gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
-gl.bindTexture(gl.TEXTURE_2D, texture); |
-gl.useProgram(program); |
-gl.uniform1i(textureLoc, 0); |
-// Draw the texture to the frame buffer |
-gl.drawArrays(gl.TRIANGLES, 0, 6); |
- |
-// Read back the frame buffer |
-var buf = new Uint8Array(textureWidth * textureHeight * 4); |
-gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
- |
-// Verify the frame buffer's contents |
-var passed = true; |
-for (var i = 0; i < textureWidth; i++) { |
- var val = i; |
- if (buf[4 * i + 0] != val || |
- buf[4 * i + 1] != val || |
- buf[4 * i + 2] != val) { |
- testFailed("pixel at (" + i + ", 0) was (" + |
- buf[4 * i + 0] + ", " + |
- buf[4 * i + 1] + ", " + |
- buf[4 * i + 2] + "), should be (" + |
- val + ", " + val + ", " + val + ")"); |
- passed = false; |
- break; |
- } |
-} |
- |
-if (passed) |
- testPassed(""); |
- |
-successfullyParsed = true; |
-</script> |
-<script src="../../resources/js-test-post.js"></script> |
-</body> |
-</html> |