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/*
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
*/
function generateTest(internalFormat, pixelFormat, pixelType, prologue, resourcePath, defaultContextVersion) {
var wtu = WebGLTestUtils;
var tiu = TexImageUtils;
var gl = null;
var successfullyParsed = false;
var realRedColor = [255, 0, 0];
var realGreenColor = [0, 255, 0];
var realBlueColor = [0, 0, 255];
var realCyanColor = [0, 255, 255];
var redColor = realRedColor;
var greenColor = realGreenColor;
var blueColor = realBlueColor;
var cyanColor = realCyanColor;
function init()
{
description('Verify texImage2D and texSubImage2D code paths taking a sub-rectangle of a canvas (' + internalFormat + '/' + pixelFormat + '/' + pixelType + ')');
// Set the default context version while still allowing the webglVersion URL query string to override it.
wtu.setDefault3DContextVersion(defaultContextVersion);
// The sub-rectangle tests only apply to WebGL 2.0 for the
// time being, though the tests for the WebGL 1.0
// format/internal format/type combinations are generated into
// conformance/textures/.
if (wtu.getDefault3DContextVersion() < 2) {
debug('Test only applies to WebGL 2.0');
finishTest();
return;
}
gl = wtu.create3DContext("example", { preserveDrawingBuffer: true });
if (!prologue(gl)) {
finishTest();
return;
}
switch (gl[pixelFormat]) {
case gl.RED:
case gl.RED_INTEGER:
greenColor = [0, 0, 0];
blueColor = [0, 0, 0];
cyanColor = [0, 0, 0];
break;
case gl.RG:
case gl.RG_INTEGER:
blueColor = [0, 0, 0];
cyanColor = [0, 255, 0];
break;
case gl.LUMINANCE:
case gl.LUMINANCE_ALPHA:
redColor = [255, 255, 255];
greenColor = [0, 0, 0];
blueColor = [0, 0, 0];
cyanColor = [0, 0, 0];
break;
case gl.ALPHA:
redColor = [0, 0, 0];
greenColor = [0, 0, 0];
blueColor = [0, 0, 0];
cyanColor = [0, 0, 0];
break;
default:
break;
}
gl.clearColor(0,0,0,1);
gl.clearDepth(1);
gl.disable(gl.BLEND);
var canvas2d = document.createElement('canvas');
runTest(canvas2d, setupSourceCanvas2D, '2D-rendered canvas');
var canvasWebGL = document.createElement('canvas');
runTest(canvasWebGL, setupSourceCanvasWebGL, 'WebGL-rendered canvas');
finishTest();
}
function fillStyle2D(ctx, color) {
ctx.fillStyle = 'rgb(' + color[0] + ', ' + color[1] + ', ' + color[2] + ')';
}
function setupSourceCanvas2D(canvas) {
var width = canvas.width;
var height = canvas.height;
var halfWidth = Math.floor(width / 2);
var halfHeight = Math.floor(height / 2);
var ctx = canvas.getContext('2d');
// Always use the same pattern for this test: four quadrants:
// red green
// blue cyan
// Handle odd-sized canvases
fillStyle2D(ctx, realRedColor);
ctx.fillRect(0, 0, halfWidth, halfHeight);
fillStyle2D(ctx, realGreenColor);
ctx.fillRect(halfWidth, 0, width - halfWidth, halfHeight);
fillStyle2D(ctx, realBlueColor);
ctx.fillRect(0, halfHeight, halfWidth, height - halfHeight);
fillStyle2D(ctx, realCyanColor);
ctx.fillRect(halfWidth, halfHeight, width - halfWidth, height - halfHeight);
}
function clearColorWebGL(ctx, color) {
ctx.clearColor(color[0] / 255.0, color[1] / 255.0, color[2] / 255.0, 1.0);
ctx.clear(ctx.COLOR_BUFFER_BIT);
}
function setupSourceCanvasWebGL(canvas) {
var width = canvas.width;
var height = canvas.height;
var halfWidth = Math.floor(width / 2);
var halfHeight = Math.floor(height / 2);
var ctx = canvas.getContext('webgl');
// Always use the same pattern for this test: four quadrants:
// red green
// blue cyan
// Handle odd-sized canvases
ctx.viewport(0, 0, width, height);
ctx.enable(ctx.SCISSOR_TEST);
// OpenGL origin is lower-left
ctx.scissor(0, 0, halfWidth, halfHeight);
clearColorWebGL(ctx, realBlueColor);
ctx.scissor(halfWidth, 0, width - halfWidth, halfHeight);
clearColorWebGL(ctx, realCyanColor);
ctx.scissor(0, halfHeight, halfWidth, height - halfHeight);
clearColorWebGL(ctx, realRedColor);
ctx.scissor(halfWidth, halfHeight, width - halfWidth, height - halfHeight);
clearColorWebGL(ctx, realGreenColor);
}
function runOneIteration(sourceDescription, useTexSubImage2D, flipY,
canvas, canvasSize, canvasSetupFunction,
sourceSubRectangle, expected,
bindingTarget, program)
{
sourceSubRectangleString = '';
if (sourceSubRectangle) {
sourceSubRectangleString = ', sourceSubRectangle=' + sourceSubRectangle;
}
debug('');
debug('Testing ' + sourceDescription + ' with ' +
(useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
', flipY=' + flipY +
', bindingTarget=' + (bindingTarget == gl.TEXTURE_2D ? 'TEXTURE_2D' : 'TEXTURE_CUBE_MAP') +
sourceSubRectangleString);
var loc;
if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
loc = gl.getUniformLocation(program, "face");
}
// Initialize the contents of the source canvas.
var width = canvasSize[0];
var height = canvasSize[1];
var halfWidth = Math.floor(width / 2);
var halfHeight = Math.floor(height / 2);
canvas.width = width;
canvas.height = height;
canvasSetupFunction(canvas);
// Upload the source canvas to the texture and draw it to a quad.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Enable writes to the RGBA channels
gl.colorMask(1, 1, 1, 0);
var texture = gl.createTexture();
// Bind the texture to texture unit 0
gl.bindTexture(bindingTarget, texture);
// Set up texture parameters
gl.texParameteri(bindingTarget, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(bindingTarget, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// Set up pixel store parameters
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
wtu.failIfGLError(gl, 'gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);');
var targets = [gl.TEXTURE_2D];
if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
targets = [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];
}
// In this test, this is always specified. It's currently WebGL 2.0-specific.
gl.pixelStorei(gl.UNPACK_SKIP_PIXELS, sourceSubRectangle[0]);
gl.pixelStorei(gl.UNPACK_SKIP_ROWS, sourceSubRectangle[1]);
// Upload the image into the texture
var uploadWidth = sourceSubRectangle[2];
var uploadHeight = sourceSubRectangle[3];
for (var tt = 0; tt < targets.length; ++tt) {
if (useTexSubImage2D) {
// Initialize the texture to black first
gl.texImage2D(targets[tt], 0, gl[internalFormat],
uploadWidth, uploadHeight, 0,
gl[pixelFormat], gl[pixelType], null);
gl.texSubImage2D(targets[tt], 0, 0, 0,
uploadWidth, uploadHeight,
gl[pixelFormat], gl[pixelType], canvas);
} else {
gl.texImage2D(targets[tt], 0, gl[internalFormat],
uploadWidth, uploadHeight, 0,
gl[pixelFormat], gl[pixelType], canvas);
}
}
gl.pixelStorei(gl.UNPACK_SKIP_PIXELS, 0);
gl.pixelStorei(gl.UNPACK_SKIP_ROWS, 0);
// The tests are constructed to upload a single solid color
// out of the canvas.
var outputCanvasWidth = gl.drawingBufferWidth;
var outputCanvasHeight = gl.drawingBufferHeight;
for (var tt = 0; tt < targets.length; ++tt) {
if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
gl.uniform1i(loc, targets[tt]);
}
// Draw the triangles
wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
var msg = 'should be ' + expected;
wtu.checkCanvasRect(gl, 0, 0, outputCanvasWidth, outputCanvasHeight, expected, msg);
}
}
function runTest(canvas, canvasSetupFunction, sourceDescription)
{
var program = tiu.setupTexturedQuad(gl, internalFormat);
runTestOnBindingTarget(gl.TEXTURE_2D, program, canvas, canvasSetupFunction, sourceDescription);
program = tiu.setupTexturedQuadWithCubeMap(gl, internalFormat);
runTestOnBindingTarget(gl.TEXTURE_CUBE_MAP, program, canvas, canvasSetupFunction, sourceDescription);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
}
function runTestOnBindingTarget(bindingTarget, program, canvas, canvasSetupFunction, sourceDescription) {
var cases = [
// Small canvas cases. Expected that these won't be
// GPU-accelerated in most browsers' implementations.
{ expected: redColor, flipY: false, size: [2, 2], subRect: [0, 0, 1, 1] },
{ expected: greenColor, flipY: false, size: [2, 2], subRect: [1, 0, 1, 1] },
{ expected: blueColor, flipY: false, size: [2, 2], subRect: [0, 1, 1, 1] },
{ expected: cyanColor, flipY: false, size: [2, 2], subRect: [1, 1, 1, 1] },
{ expected: redColor, flipY: true, size: [2, 2], subRect: [0, 1, 1, 1] },
{ expected: greenColor, flipY: true, size: [2, 2], subRect: [1, 1, 1, 1] },
{ expected: blueColor, flipY: true, size: [2, 2], subRect: [0, 0, 1, 1] },
{ expected: cyanColor, flipY: true, size: [2, 2], subRect: [1, 0, 1, 1] },
// Larger canvas cases. Expected that these will be
// GPU-accelerated in most browsers' implementations.
// Changes will be gladly accepted to trigger more
// browsers' heuristics to accelerate these canvases.
{ expected: redColor, flipY: false, size: [384, 384], subRect: [ 0, 0, 192, 192] },
{ expected: greenColor, flipY: false, size: [384, 384], subRect: [192, 0, 192, 192] },
{ expected: blueColor, flipY: false, size: [384, 384], subRect: [ 0, 192, 192, 192] },
{ expected: cyanColor, flipY: false, size: [384, 384], subRect: [192, 192, 192, 192] },
{ expected: blueColor, flipY: true, size: [384, 384], subRect: [ 0, 0, 192, 192] },
{ expected: cyanColor, flipY: true, size: [384, 384], subRect: [192, 0, 192, 192] },
{ expected: redColor, flipY: true, size: [384, 384], subRect: [ 0, 192, 192, 192] },
{ expected: greenColor, flipY: true, size: [384, 384], subRect: [192, 192, 192, 192] },
];
for (var i in cases) {
runOneIteration(sourceDescription, false, cases[i].flipY,
canvas, cases[i].size, canvasSetupFunction,
cases[i].subRect,
cases[i].expected, bindingTarget, program);
runOneIteration(sourceDescription, true, cases[i].flipY,
canvas, cases[i].size, canvasSetupFunction,
cases[i].subRect,
cases[i].expected, bindingTarget, program);
}
}
return init;
}