Source code
Revision control
Copy as Markdown
Other Tools
<!--
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">
<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="2" height="2"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description('Tests texImage2D and texSubImage2D upload path for TEXTURE_CUBE_MAP');
var wtu = WebGLTestUtils;
var canvas = document.getElementById("example");
var gl = wtu.create3DContext(canvas);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
function testOneTarget(target, width, height) {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from bindTexture(TEXTURE_CUBE_MAP).");
gl.texImage2D(target, 0, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from texImage2D.");
var buf = new Uint8Array(width * height * 3);
gl.texSubImage2D(target, 0, 0, 0, width, height, gl.RGB, gl.UNSIGNED_BYTE, buf);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from texSubImage2D.");
}
testOneTarget(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 16, 16);
testOneTarget(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 16, 16);
testOneTarget(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 16, 16);
testOneTarget(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 16, 16);
testOneTarget(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 16, 16);
testOneTarget(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 16, 16);
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>