tex-mipmap-levels.html (10255B)
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>WebGL2 texture mipmap level conformance test.</title> 12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> 13 <script src="../../../js/js-test-pre.js"></script> 14 <script src="../../../js/webgl-test-utils.js"></script> 15 </head> 16 <body> 17 <canvas id="example" width="2" height="2" style="width: 2px; height: 2px;"></canvas> 18 <div id="description"></div> 19 <div id="console"></div> 20 <script id="vshader" type="x-shader/x-vertex"> 21 uniform vec4 uMult; 22 attribute vec4 vPosition; 23 attribute vec2 texCoord0; 24 varying vec2 texCoord; 25 void main() 26 { 27 gl_Position = vPosition * uMult; 28 texCoord = texCoord0; 29 } 30 </script> 31 32 <script id="fshader" type="x-shader/x-fragment"> 33 precision mediump float; 34 uniform sampler2D tex; 35 varying vec2 texCoord; 36 void main() 37 { 38 gl_FragColor = texture2D(tex, texCoord); 39 } 40 </script> 41 42 <script id="vshader_texsize" type="x-shader/x-vertex">#version 300 es 43 in vec4 vPosition; 44 void main() 45 { 46 gl_Position = vPosition; 47 } 48 </script> 49 50 <script id="fshader_texsize_2d" type="x-shader/x-fragment">#version 300 es 51 52 precision mediump float; 53 uniform sampler2D tex; 54 uniform int lod; 55 uniform ivec2 texSize; 56 out vec4 fragColor; 57 void main() 58 { 59 fragColor = (textureSize(tex, lod) == texSize ? vec4(255, 0, 0, 255) : vec4(0, 0, 0, 255)); 60 } 61 </script> 62 63 64 <script> 65 "use strict"; 66 description(document.title); 67 var wtu = WebGLTestUtils; 68 var gl = wtu.create3DContext("example", undefined, 2); 69 70 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); 71 72 (function() { 73 debug(""); 74 debug("test mipmap level ranges"); 75 var tex = gl.createTexture(); 76 wtu.setupUnitQuad(gl, 0, 1); 77 var program = wtu.setupProgram( 78 gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]); 79 80 gl.disable(gl.DEPTH_TEST); 81 gl.disable(gl.BLEND); 82 gl.uniform1i(gl.getUniformLocation(program, "tex"), 0); 83 84 var multLoc = gl.getUniformLocation(program, "uMult"); 85 gl.uniform4f(multLoc, 1, 1, 1, 1); 86 87 // Test that filling partial levels is enough for mipmapping. 88 gl.bindTexture(gl.TEXTURE_2D, tex); 89 wtu.fillTexture(gl, tex, 8, 8, [255, 0, 0, 255], 2, gl.RGBA, gl.UNSIGNED_BYTE); 90 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "fillTexture(8x8, level=2) should succeed"); 91 wtu.fillTexture(gl, tex, 4, 4, [0, 255, 0, 255], 3, gl.RGBA, gl.UNSIGNED_BYTE); 92 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "fillTexture(4x4, level=3) should succeed"); 93 wtu.fillTexture(gl, tex, 2, 2, [0, 0, 255, 255], 4, gl.RGBA, gl.UNSIGNED_BYTE); 94 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "fillTexture(2x2, level=4) should succeed"); 95 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 2); 96 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_BASE_LEVEL) should succeed"); 97 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 4); 98 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_MAX_LEVEL) should succeed"); 99 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); 100 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_MAG_FILTER) should succeed"); 101 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); 102 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_MIN_FILTER) should succeed"); 103 wtu.clearAndDrawUnitQuad(gl); 104 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "clearAndDrawQuad should succeed"); 105 wtu.checkCanvas(gl, [0, 0, 255, 255], "filling partial levels: should draw with [0, 0, 255, 255]"); 106 107 // Test that generateMipmap works with partial levels. 108 gl.generateMipmap(gl.TEXTURE_2D); 109 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "generateMipmap should succeed"); 110 wtu.clearAndDrawUnitQuad(gl); 111 wtu.checkCanvas(gl, [255, 0, 0, 255], "generateMipmap with partial levels: should draw with [255, 0, 0, 255]"); 112 gl.deleteTexture(tex); 113 114 // Test incompleteless for partial levels. 115 tex = gl.createTexture(); 116 gl.bindTexture(gl.TEXTURE_2D, tex); 117 wtu.fillTexture(gl, tex, 8, 8, [255, 0, 0, 255], 2, gl.RGBA, gl.UNSIGNED_BYTE); 118 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "fillTexture(8x8, level=2) should succeed"); 119 wtu.fillTexture(gl, tex, 4, 4, [255, 0, 0, 255], 3, gl.RGBA, gl.UNSIGNED_BYTE); 120 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "fillTexture(4x4, level=3) should succeed"); 121 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 2); 122 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_BASE_LEVEL) should succeed"); 123 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 4); 124 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_MAX_LEVEL) should succeed"); 125 wtu.clearAndDrawUnitQuad(gl); 126 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "clearAndDrawQuad should succeed"); 127 wtu.checkCanvas(gl, [0, 0, 0, 255], "incomplete texture should draw with [0, 0, 0, 255]"); 128 gl.deleteTexture(tex); 129 130 // Test base level texture isn't specified. 131 tex = gl.createTexture(); 132 gl.bindTexture(gl.TEXTURE_2D, tex); 133 wtu.fillTexture(gl, tex, 8, 8, [255, 0, 0, 255], 2, gl.RGBA, gl.UNSIGNED_BYTE); 134 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "fillTexture(8x8, level=2) should succeed"); 135 wtu.fillTexture(gl, tex, 4, 4, [255, 0, 0, 255], 3, gl.RGBA, gl.UNSIGNED_BYTE); 136 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "fillTexture(4x4, level=3) should succeed"); 137 wtu.fillTexture(gl, tex, 2, 2, [0, 0, 255, 255], 4, gl.RGBA, gl.UNSIGNED_BYTE); 138 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "fillTexture(2x2, level=4) should succeed"); 139 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 1); 140 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_BASE_LEVEL) should succeed"); 141 gl.generateMipmap(gl.TEXTURE_2D); 142 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "generateMipmap should fail if base level texture is not specified"); 143 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 2); 144 gl.generateMipmap(gl.TEXTURE_2D); 145 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "generateMipmap should succeed"); 146 gl.deleteTexture(tex); 147 148 // Test 3D texture. 149 var tex3d = gl.createTexture(); 150 gl.bindTexture(gl.TEXTURE_3D, tex3d); 151 gl.texImage3D( gl.TEXTURE_3D, 0, gl.RGBA, 8, 8, 8, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(8 * 8 * 8 * 4)); 152 gl.generateMipmap(gl.TEXTURE_3D); 153 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "generateMipmap should succeed"); 154 gl.texSubImage3D(gl.TEXTURE_3D, 1, 0, 0, 0, 4, 4, 4, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4 * 4 * 4 * 4)); 155 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texSubImage3D should succeed"); 156 gl.deleteTexture(tex3d); 157 158 // Test 2D array texture. 159 var tex2dArray = gl.createTexture(); 160 gl.bindTexture(gl.TEXTURE_2D_ARRAY, tex2dArray); 161 gl.texImage3D( gl.TEXTURE_2D_ARRAY, 0, gl.RGBA, 8, 8, 4, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(8 * 8 * 4 * 4)); 162 gl.generateMipmap(gl.TEXTURE_2D_ARRAY); 163 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "generateMipmap should succeed"); 164 gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 1, 0, 0, 0, 4, 4, 4, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4 * 4 * 4 * 4)); 165 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texSubImage3D should succeed"); 166 gl.deleteTexture(tex2dArray); 167 168 // Test sized internal format should be both color-renderable and texture-filterable 169 tex = gl.createTexture(); 170 gl.bindTexture(gl.TEXTURE_2D, tex); 171 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); 172 gl.generateMipmap(gl.TEXTURE_2D); 173 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "generateMipmap should fail for zero-size texture"); 174 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 8, 8, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(8 * 8 * 4)); 175 gl.generateMipmap(gl.TEXTURE_2D); 176 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "generateMipmap should succeed"); 177 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8UI, 8, 8, 0, gl.RGBA_INTEGER, gl.UNSIGNED_BYTE, new Uint8Array(8 * 8 * 4)); 178 gl.generateMipmap(gl.TEXTURE_2D); 179 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "generateMipmap should fail for non-texture-filterable format"); 180 if (gl.getExtension('EXT_color_buffer_float')) { 181 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, 8, 8, 0, gl.RGBA, gl.FLOAT, new Float32Array(8 * 8 * 4)); 182 gl.generateMipmap(gl.TEXTURE_2D); 183 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "generateMipmap should fail for float texture"); 184 } 185 if (gl.getExtension('EXT_color_buffer_float') && gl.getExtension('OES_texture_float_linear')) { 186 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, 0, 0, 0, gl.RGBA, gl.FLOAT, null); 187 gl.generateMipmap(gl.TEXTURE_2D); 188 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "generateMipmap should fail for zero-size texture"); 189 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, 8, 8, 0, gl.RGBA, gl.FLOAT, new Float32Array(8 * 8 * 4)); 190 gl.generateMipmap(gl.TEXTURE_2D); 191 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "generateMipmap should succeed"); 192 } 193 gl.deleteTexture(tex); 194 195 // Test textureSize should work correctly with non-zero base level for texStorage2D 196 var program = wtu.setupProgram( 197 gl, ['vshader_texsize', 'fshader_texsize_2d'], ['vPosition'], [0]); 198 199 gl.uniform1i(gl.getUniformLocation(program, "tex"), 0); 200 gl.uniform1i(gl.getUniformLocation(program, "lod"), 1); 201 gl.uniform2i(gl.getUniformLocation(program, "texSize"), 7, 4); 202 tex = gl.createTexture(); 203 gl.bindTexture(gl.TEXTURE_2D, tex); 204 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); 205 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_MAG_FILTER) should succeed"); 206 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); 207 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_MIN_FILTER) should succeed"); 208 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 1); 209 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texParameter(TEXTURE_BASE_LEVEL) should succeed"); 210 gl.texStorage2D(gl.TEXTURE_2D, 4, gl.RGBA8, 31, 17); 211 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texStorage2D should succeed"); 212 wtu.clearAndDrawUnitQuad(gl); 213 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "clearAndDrawQuad should succeed"); 214 wtu.checkCanvas(gl, [255, 0, 0, 255], "non-zero base level texStorage2D: should draw with [255, 0, 0, 255]"); 215 gl.deleteTexture(tex); 216 217 })(); 218 219 var successfullyParsed = true; 220 221 </script> 222 <script src="../../../js/js-test-post.js"></script> 223 224 </body> 225 </html>