| Index: third_party/webgl/sdk/tests/conformance/limits/gl-max-texture-dimensions.html
|
| ===================================================================
|
| --- third_party/webgl/sdk/tests/conformance/limits/gl-max-texture-dimensions.html (revision 0)
|
| +++ third_party/webgl/sdk/tests/conformance/limits/gl-max-texture-dimensions.html (revision 0)
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| @@ -0,0 +1,101 @@
|
| +<!--
|
| +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">
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| +<title>WebGL the max advertized texture size is supported.</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="4" height="4" style="width: 40px; height: 30px;"></canvas>
|
| +<div id="description"></div>
|
| +<div id="console"></div>
|
| +<script id="vshader" type="x-shader/x-vertex">
|
| +attribute vec4 vPosition;
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| +attribute vec2 texCoord0;
|
| +varying vec2 texCoord;
|
| +void main()
|
| +{
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| + gl_Position = vPosition;
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| + texCoord = texCoord0;
|
| +}
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| +</script>
|
| +
|
| +<script id="fshader" type="x-shader/x-fragment">
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| +precision mediump float;
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| +uniform samplerCube tex;
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| +varying vec2 texCoord;
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| +void main()
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| +{
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| + gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1)));
|
| +}
|
| +</script>
|
| +<script>
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| +description(document.title);
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| +var wtu = WebGLTestUtils;
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| +var canvas = document.getElementById("example");
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| +var gl = wtu.create3DContext(canvas);
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| +var program = wtu.setupTexturedQuad(gl);
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| +
|
| +// Note: It seems like a reasonable assuption that a 1xN texture size should
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| +// work. Even 1 by 128k is only 512k
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| +var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
|
| +debug("advertised max size: " + maxSize);
|
| +var testSize = Math.min(maxSize, 128 * 1024);
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| +var pixels = new Uint8Array(testSize * 4);
|
| +for (var ii = 0; ii < testSize; ++ii) {
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| + var off = ii * 4;
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| + pixels[off + 0] = 0;
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| + pixels[off + 1] = 255;
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| + pixels[off + 2] = 128;
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| + pixels[off + 3] = 255;
|
| +}
|
| +var tex = gl.createTexture();
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| +gl.bindTexture(gl.TEXTURE_2D, tex);
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| +
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| +debug("test " + testSize + "x1");
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| +gl.texImage2D(
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| + gl.TEXTURE_2D, 0, gl.RGBA, testSize, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
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| + pixels);
|
| +gl.generateMipmap(gl.TEXTURE_2D);
|
| +
|
| +wtu.drawQuad(gl);
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| +wtu.checkCanvas(gl, [0, 255, 128, 255],
|
| + "Should be 0, 255, 128, 255");
|
| +debug("test 1x" + testSize);
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| +gl.texImage2D(
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| + gl.TEXTURE_2D, 0, gl.RGBA, 1, testSize, 0, gl.RGBA, gl.UNSIGNED_BYTE,
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| + pixels);
|
| +gl.generateMipmap(gl.TEXTURE_2D);
|
| +
|
| +wtu.drawQuad(gl);
|
| +wtu.checkCanvas(gl, [0, 255, 128, 255],
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| + "Should be 0, 255, 128, 255");
|
| +
|
| +var program = wtu.setupProgram(
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| + gl,
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| + [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
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| + wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
|
| + ['vPosition', 'texCoord0'], [0, 1]);
|
| +
|
| +glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
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| +
|
| +// NOTE: We can't easily test cube maps because they require width == height
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| +// and we might not have enough memory for maxSize by maxSize texture.
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| +
|
| +successfullyParsed = true;
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| +
|
| +</script>
|
| +<script src="../../resources/js-test-post.js"></script>
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| +
|
| +</body>
|
| +</html>
|
| +
|
| +
|
|
|
| Property changes on: third_party/webgl/sdk/tests/conformance/limits/gl-max-texture-dimensions.html
|
| ___________________________________________________________________
|
| Added: svn:eol-style
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| + LF
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|