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glsl-function-texture2dprojlod.html (5546B)


      1 <!--
      2 Copyright (c) 2019 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 
      7 <!DOCTYPE html>
      8 <html>
      9 <head>
     10 <meta charset="utf-8">
     11 <title>WebGL texture2D GLSL conformance test.</title>
     12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
     13 <link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
     14 <script src="../../../js/js-test-pre.js"></script>
     15 <script src="../../../js/webgl-test-utils.js"> </script>
     16 </head>
     17 <body>
     18 <canvas id="example" width="256" height="256" style="width: 16px; height: 16px;"></canvas>
     19 <div id="description"></div>
     20 <div id="console"></div>
     21 <script id="vshader2dvec3" type="x-shader/x-vertex">
     22 attribute vec4 vPosition;
     23 varying vec4 color;
     24 uniform sampler2D tex;
     25 uniform float divisor;
     26 uniform float lod;
     27 void main() {
     28    gl_Position = vPosition;
     29    color = texture2DProjLod(tex, vec3(0.75 * divisor, 0.25 * divisor, divisor), lod);
     30 }
     31 </script>
     32 <script id="vshader2dvec4" type="x-shader/x-vertex">
     33 attribute vec4 vPosition;
     34 varying vec4 color;
     35 uniform sampler2D tex;
     36 uniform float divisor;
     37 uniform float lod;
     38 void main() {
     39    gl_Position = vPosition;
     40    color = texture2DProjLod(tex, vec4(0.75 * divisor, 0.25 * divisor, 123.0, divisor), lod);
     41 }
     42 </script>
     43 <script id="fshader2d" type="x-shader/x-fragment">
     44 precision mediump float;
     45 varying vec4 color;
     46 void main() {
     47    gl_FragData[0] = color;
     48 }
     49 </script>
     50 <script>
     51 "use strict";
     52 description("tests GLSL texture2DProjLod function");
     53 
     54 var wtu = WebGLTestUtils;
     55 var canvas = document.getElementById("example");
     56 
     57 shouldBe("canvas.width", "256");
     58 shouldBe("canvas.height", "256");
     59 
     60 var colors = [
     61  {name: 'red', color:[255, 0, 0, 255]},
     62  {name: 'green', color:[0, 255, 0, 255]},
     63  {name: 'blue', color:[0, 0, 255, 255]},
     64  {name: 'yellow', color:[255, 255, 0, 255]},
     65  {name: 'magenta', color:[255, 0, 255, 255]},
     66  {name: 'cyan', color:[0, 255, 255, 255]},
     67  {name: 'pink', color:[255, 128, 128, 255]},
     68  {name: 'gray', color:[128, 128, 128, 255]},
     69  {name: 'light green', color:[128, 255, 128, 255]},
     70 ];
     71 var contextTypes = ["2d", "webgl"];
     72 var vectorTypes = ["vec3", "vec4"];
     73 
     74 var gl = wtu.create3DContext(canvas);
     75 if (gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) > 0) {
     76  runTest();
     77 } else {
     78  testPassed("MAX_VERTEX_TEXTURE_IMAGE_UNITS == 0, this is okay.");
     79 }
     80 
     81 
     82 function runTest() {
     83  // Avoid creating a WebGL context for every test, as it causes:
     84  // Too many active WebGL contexts. Oldest context will be lost.
     85  var canvasWebGL = document.createElement("canvas");
     86  var ctxWebGL = canvasWebGL.getContext("webgl");
     87 
     88  // Might as well do the same for canvas 2d
     89  var canvas2d = document.createElement("canvas");
     90  var ctx2d = canvas2d.getContext("2d");
     91 
     92  shouldBe("colors.length", "9");
     93  contextTypes.forEach((context) => {
     94    vectorTypes.forEach((vectorType) => {
     95      debug("");
     96      debug(`testing ${context} context with ${vectorType} vertex shader`);
     97      var program = wtu.setupProgram(
     98          gl, ['vshader2d' + vectorType, 'fshader2d'], ['vPosition', 'texCoord0'], [0, 1]);
     99      wtu.setupUnitQuad(gl, 0, 1);
    100 
    101      var tex = gl.createTexture();
    102      gl.bindTexture(gl.TEXTURE_2D, tex);
    103      gl.texParameteri(
    104          gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST);
    105      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    106      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
    107      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
    108 
    109      // Fill the top right quadrant of each texture level with one of the colors
    110      for (var ii = 0; ii < colors.length; ++ii) {
    111        var color = colors[ii];
    112        var size = Math.pow(2, colors.length - ii - 1);
    113 
    114        if (context === "2d") {
    115          canvas2d.width = size;
    116          canvas2d.height = size;
    117          ctx2d.fillStyle = "rgb(0,0,0)";
    118          ctx2d.fillRect(0, 0, size, size);
    119          ctx2d.fillStyle = "rgb(" + color.color[0] + "," + color.color[1] + "," + color.color[2] + ")";
    120          ctx2d.fillRect(size / 2, 0, size / 2, size / 2);
    121          gl.texImage2D(gl.TEXTURE_2D, ii, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
    122        } else if (context === "webgl") {
    123          canvasWebGL.width = canvasWebGL.height = size;
    124          ctxWebGL.clearColor(0, 0, 0, 1);
    125          ctxWebGL.clear(gl.COLOR_BUFFER_BIT);
    126          ctxWebGL.enable(gl.SCISSOR_TEST);
    127          ctxWebGL.scissor(size/2, size/2, size/2, size/2)
    128          ctxWebGL.clearColor(color.color[0]/255, color.color[1]/255, color.color[2]/255, 1)
    129          ctxWebGL.clear(gl.COLOR_BUFFER_BIT);
    130          gl.texImage2D(gl.TEXTURE_2D, ii, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvasWebGL);
    131        }
    132      }
    133 
    134      var lodLoc = gl.getUniformLocation(program, "lod");
    135      var divLoc = gl.getUniformLocation(program, "divisor");
    136 
    137      for (var div = 1; div < 4; ++div) {
    138        for (var ii = 0; ii < colors.length - 1; ++ii) {
    139          gl.uniform1f(lodLoc, ii);
    140          gl.uniform1f(divLoc, div);
    141          var lodColor = colors[ii];
    142          var size = Math.pow(2, colors.length - ii - 1);
    143          wtu.clearAndDrawUnitQuad(gl);
    144          wtu.checkCanvas(
    145              gl, lodColor.color,
    146              "sampling with lod = " + ii +
    147              " divider = " + div +
    148              " should be " + lodColor.name);
    149        }
    150      }
    151    });
    152  });
    153  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
    154 }
    155 
    156 var successfullyParsed = true;
    157 
    158 </script>
    159 <script src="../../../js/js-test-post.js"></script>
    160 
    161 </body>
    162 </html>