Index: third_party/webgl/sdk/tests/conformance/textures/texture-size.html |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/textures/texture-size.html (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/textures/texture-size.html (working copy) |
@@ -1,183 +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"> |
-<title>WebGL texture size conformance test.</title> |
-<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> |
-</head> |
-<body> |
-<canvas id="example" width="256" height="256" style="width: 40px; height: 40px;"></canvas> |
-<div id="description"></div> |
-<div id="console"></div> |
-<script id="vshader" type="x-shader/x-vertex"> |
-attribute vec4 vPosition; |
-attribute vec3 texCoord0; |
-varying vec3 texCoord; |
-void main() |
-{ |
- gl_Position = vPosition; |
- texCoord = texCoord0; |
-} |
-</script> |
- |
-<script id="fshader" type="x-shader/x-fragment"> |
-precision mediump float; |
-uniform samplerCube tex; |
-varying vec3 texCoord; |
-void main() |
-{ |
- gl_FragColor = textureCube(tex, normalize(texCoord)); |
-} |
-</script> |
-<script> |
-description("Checks that various sizes of textures render") |
-var canvas; |
- |
-var wtu = WebGLTestUtils; |
-canvas = document.getElementById("example"); |
-gl = wtu.create3DContext(canvas); |
-var program2D = wtu.setupTexturedQuad(gl); |
-var programCubeMap = wtu.setupProgram( |
- gl, |
- [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER), |
- wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)], |
- ['vPosition', 'texCoord0'], [0, 1]); |
-gl.disable(gl.DEPTH_TEST); |
-gl.disable(gl.BLEND); |
-var tex = gl.createTexture(); |
-var max2DSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); |
-var maxCubeMapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE); |
-debug("MAX_TEXTURE_SIZE:" + max2DSize); |
-debug("MAX_CUBE_MAP_TEXTURE_SIZE:" + maxCubeMapSize); |
-// Assuming 2048x2048xRGBA (22meg with mips) will run on all WebGL platforms |
-var max2DSquareSize = Math.min(max2DSize, 2048); |
-// I'd prefer this to be 2048 but that's 16meg x 6 faces or 128meg (with mips) |
-// 1024 is 33.5 meg (with mips) |
-var maxCubeMapSize = Math.min(maxCubeMapSize, 1024); |
- |
-var colors = [ |
- { name: "green", rgba: [0, 0, 255, 255] }, |
- { name: "red", rgba: [255, 0, 0, 255] }, |
- { name: "blue", rgba: [0, 255, 0, 255] }, |
- { name: "yellow", rgba: [255, 255, 0, 255] }, |
- { name: "magenta", rgba: [255, 0, 255, 255] }, |
- { name: "cyan", rgba: [0, 255, 255, 255] } |
-]; |
- |
-var count = 0; |
-var power = 0; |
-runTest(); |
- |
-function runTest() { |
- function doTest() { |
- var size = Math.pow(2, power); |
- if (size > max2DSize) { |
- return false; |
- } |
- gl.useProgram(program2D); |
- if (!checkTexture(size, 1, false)) return false; |
- if (!checkTexture(1, size, false)) return false; |
- if (size <= max2DSquareSize) { |
- if (!checkTexture(size, size, false)) { |
- return false; |
- } |
- } |
- if (size <= maxCubeMapSize) { |
- gl.useProgram(programCubeMap); |
- if (!checkTexture(size, size, true)) { |
- return false; |
- } |
- } |
- return true; |
- } |
- |
- if (doTest()) { |
- ++power; |
- setTimeout(runTest, 100); |
- } else { |
- finishTest(); |
- } |
-} |
- |
-function checkTexture(width, height, cubeMap) { |
- count = (count + 1) % colors.length; |
- var color = colors[count]; |
- var tex = gl.createTexture(); |
- var target = cubeMap ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D; |
- var type = cubeMap ? "cube map" : "2D texture"; |
- gl.bindTexture(target, tex); |
- gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
- gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
- gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
- fillLevel(0, width, height, color.rgba, cubeMap); |
- var err = gl.getError(); |
- if (err == gl.OUT_OF_MEMORY) { |
- return false; |
- } |
- if (err != gl.NO_ERROR) { |
- testFailed("unexpected gl error: " + wtu.glEnumToString(gl, err)); |
- } |
- wtu.drawQuad(gl); |
- wtu.checkCanvas(gl, color.rgba, |
- type + " of size " + width + "x" + height + " with no mips should draw with " + color.name); |
- count = (count + 1) % colors.length; |
- color = colors[count]; |
- fillLevel(0, width, height, color.rgba, cubeMap); |
- gl.generateMipmap(target); |
- var err = gl.getError(); |
- if (err == gl.OUT_OF_MEMORY) { |
- return false; |
- } |
- if (err != gl.NO_ERROR) { |
- testFailed("unexpected gl error: " + wtu.glEnumToString(gl, err)); |
- } |
- gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST); |
- wtu.drawQuad(gl); |
- wtu.checkCanvas(gl, color.rgba, |
- type + " of size " + width + "x" + height + " with mips should draw with " + color.name); |
- gl.deleteTexture(tex); |
- return true; |
-} |
- |
-function fillLevel(level, width, height, color, opt_cubemap) { |
- var numPixels = width * height; |
- var pixels = new Uint8Array(numPixels * 4); |
- for (var jj = 0; jj < numPixels; ++jj) { |
- var off = jj * 4; |
- pixels[off + 0] = color[0]; |
- pixels[off + 1] = color[1]; |
- pixels[off + 2] = color[2]; |
- pixels[off + 3] = color[3]; |
- } |
- var targets = opt_cubemap ? [ |
- gl.TEXTURE_CUBE_MAP_POSITIVE_X, |
- gl.TEXTURE_CUBE_MAP_NEGATIVE_X, |
- gl.TEXTURE_CUBE_MAP_POSITIVE_Y, |
- gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, |
- gl.TEXTURE_CUBE_MAP_POSITIVE_Z, |
- gl.TEXTURE_CUBE_MAP_NEGATIVE_Z] : |
- [gl.TEXTURE_2D]; |
- |
- for (var ii = 0; ii < targets.length; ++ii) { |
- // debug(wtu.glEnumToString(gl, targets[ii])); |
- gl.texImage2D( |
- targets[ii], level, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
- pixels); |
- } |
-} |
- |
-glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); |
- |
-successfullyParsed = true; |
-</script> |
-</body> |
-</html> |
- |