tex-sub-image-2d.html (3118B)
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 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> 12 <script src="../../../js/js-test-pre.js"></script> 13 <script src="../../../js/webgl-test-utils.js"></script> 14 <script id="fshader" type="x-shader/x-fragment"> 15 precision mediump float; 16 17 uniform sampler2D tex; 18 varying vec2 texCoord; 19 20 void main() 21 { 22 float intensity = texture2D(tex, texCoord).a; 23 gl_FragColor = vec4(intensity, intensity, intensity, 1.0); 24 } 25 </script> 26 27 </head> 28 <body> 29 <canvas id="example" width="256" height="1"></canvas> 30 <div id="description"></div> 31 <div id="console"></div> 32 <script> 33 "use strict"; 34 description('Tests texSubImage2D upload path from Uint8Array'); 35 36 var wtu = WebGLTestUtils; 37 var canvas = document.getElementById("example"); 38 var gl = wtu.create3DContext(canvas); 39 gl.disable(gl.DITHER); 40 var program = wtu.setupProgram( 41 gl, 42 [wtu.simpleTextureVertexShader, "fshader"], 43 ['vPosition', 'texCoord0']); 44 wtu.setupUnitQuad(gl); 45 var textureWidth = 256; 46 var textureHeight = 1; 47 48 var textureLoc = gl.getUniformLocation(program, "tex"); 49 50 var texture = gl.createTexture(); 51 gl.bindTexture(gl.TEXTURE_2D, texture); 52 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); 53 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); 54 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); 55 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); 56 // Allocate the texture object 57 gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, textureWidth, textureHeight, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null); 58 // Prepare the image data 59 var array = new Uint8Array(textureWidth); 60 for (var i = 0; i < textureWidth; i++) 61 array[i] = i; 62 // Fill the texture object with data -- this is actually the code path being tested 63 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.ALPHA, gl.UNSIGNED_BYTE, array); 64 65 // Clear and set up 66 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 67 gl.bindTexture(gl.TEXTURE_2D, texture); 68 gl.useProgram(program); 69 gl.uniform1i(textureLoc, 0); 70 // Draw the texture to the frame buffer 71 gl.drawArrays(gl.TRIANGLES, 0, 6); 72 73 // Read back the frame buffer 74 var buf = new Uint8Array(textureWidth * textureHeight * 4); 75 gl.readPixels(0, 0, textureWidth, textureHeight, gl.RGBA, gl.UNSIGNED_BYTE, buf); 76 77 // Verify the frame buffer's contents 78 var passed = true; 79 for (var i = 0; i < textureWidth; i++) { 80 var val = i; 81 if (buf[4 * i + 0] != val || 82 buf[4 * i + 1] != val || 83 buf[4 * i + 2] != val) { 84 testFailed("pixel at (" + i + ", 0) was (" + 85 buf[4 * i + 0] + ", " + 86 buf[4 * i + 1] + ", " + 87 buf[4 * i + 2] + "), should be (" + 88 val + ", " + val + ", " + val + ")"); 89 passed = false; 90 break; 91 } 92 } 93 94 if (passed) 95 testPassed(""); 96 97 var successfullyParsed = true; 98 </script> 99 <script src="../../../js/js-test-post.js"></script> 100 </body> 101 </html>