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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.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL texImage2D from WebGL conformance test.</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<script src="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="256" height="16" style="width: 256px; height: 48px;"></canvas>
<canvas id="source" width="256" height="16" style="width: 256px; height: 48px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("Test texImage2D from a webgl canvas.");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");
gl.disable(gl.DITHER);
var program = wtu.setupTexturedQuad(gl);
var gl1 = wtu.create3DContext("source");
gl1.disable(gl.DITHER);
gl1.disable(gl.BLEND);
gl1.disable(gl.DEPTH_TEST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
wtu.glErrorShouldBe(gl1, gl1.NO_ERROR, "Should be no errors from setup.");
gl.disable(gl.BLEND);
gl.disable(gl.DEPTH_TEST);
gl1.clearColor(1.0, 0.0, 0.0, 1.0);
gl1.clear(gl1.COLOR_BUFFER_BIT);
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, gl1.canvas);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [255, 0, 0, 255], "Canvas should be red");
gl1.clearColor(0.0, 1.0, 0.0, 1.0);
gl1.clear(gl1.COLOR_BUFFER_BIT);
var program1 = wtu.setupTexturedQuad(gl1);
var tex1 = gl1.createTexture();
gl1.bindTexture(gl.TEXTURE_2D, tex1);
gl1.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255]));
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, gl1.canvas);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255], "Canvas should be green");
// Test a scenario from Chrome where a WebGL context would lose its active texture binding when its
// canvas was used as the texture source for another WebGL context.
wtu.clearAndDrawUnitQuad(gl1);
wtu.checkCanvas(gl1, [0, 0, 255, 255], "Canvas should be blue");
debug("");
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>