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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 whiteColor = [255, 255, 255, 255];
var redColor = [255, 0, 0, 255];
var greenColor = [0, 255, 0, 255];
var semiTransparentRedColor = [127, 0, 0, 127];
var semiTransparentGreenColor = [0, 127, 0, 127];
var repeatCount;
function replicateRedChannel(color)
{
color[1] = color[0];
color[2] = color[0];
}
function zapColorChannels(color)
{
color[0] = 0;
color[1] = 0;
color[2] = 0;
}
function setAlphaChannelTo1(color)
{
color[3] = 255;
}
function replicateAllRedChannels()
{
replicateRedChannel(redColor);
replicateRedChannel(semiTransparentRedColor);
replicateRedChannel(greenColor);
replicateRedChannel(semiTransparentGreenColor);
}
function setAllAlphaChannelsTo1()
{
setAlphaChannelTo1(redColor);
setAlphaChannelTo1(semiTransparentRedColor);
setAlphaChannelTo1(greenColor);
setAlphaChannelTo1(semiTransparentGreenColor);
}
function repeatCountForTextureFormat(internalFormat, pixelFormat, pixelType)
{
// There were bugs in early WebGL 1.0 implementations when repeatedly uploading canvas
// elements into textures. In response, this test was changed into a regression test by
// repeating all of the cases multiple times. Unfortunately, this means that adding a new
// case above significantly increases the run time of the test suite. The problem is made
// even worse by the addition of many more texture formats in WebGL 2.0.
//
// Doing repeated runs with just a couple of WebGL 1.0's supported texture formats acts as a
// sufficient regression test for the old bugs. For this reason the test has been changed to
// only repeat for those texture formats.
if ((internalFormat == 'RGBA' && pixelFormat == 'RGBA' && pixelType == 'UNSIGNED_BYTE') ||
(internalFormat == 'RGB' && pixelFormat == 'RGB' && pixelType == 'UNSIGNED_BYTE')) {
return 4;
}
return 1;
}
function init()
{
description('Verify texImage2D and texSubImage2D code paths taking canvas elements (' + internalFormat + '/' + pixelFormat + '/' + pixelType + ')');
// Set the default context version while still allowing the webglVersion URL query string to override it.
wtu.setDefault3DContextVersion(defaultContextVersion);
gl = wtu.create3DContext("example");
if (!prologue(gl)) {
finishTest();
return;
}
repeatCount = repeatCountForTextureFormat(internalFormat, pixelFormat, pixelType);
switch (gl[pixelFormat]) {
case gl.RED:
case gl.RED_INTEGER:
// Zap green and blue channels.
whiteColor[1] = 0;
whiteColor[2] = 0;
greenColor[1] = 0;
semiTransparentGreenColor[1] = 0;
// Alpha channel is 1.0.
setAllAlphaChannelsTo1();
break;
case gl.RG:
case gl.RG_INTEGER:
// Zap blue channel.
whiteColor[2] = 0;
// Alpha channel is 1.0.
setAllAlphaChannelsTo1();
break;
case gl.LUMINANCE:
// Replicate red channels.
replicateAllRedChannels();
// Alpha channel is 1.0.
setAllAlphaChannelsTo1();
break;
case gl.ALPHA:
// Red, green and blue channels are all 0.0.
zapColorChannels(redColor);
zapColorChannels(semiTransparentRedColor);
zapColorChannels(greenColor);
zapColorChannels(semiTransparentGreenColor);
zapColorChannels(whiteColor);
break;
case gl.LUMINANCE_ALPHA:
// Replicate red channels.
replicateAllRedChannels();
break;
case gl.RGB:
case gl.RGB_INTEGER:
// Alpha channel is 1.0.
setAllAlphaChannelsTo1();
break;
default:
break;
}
switch (gl[internalFormat]) {
case gl.SRGB8:
case gl.SRGB8_ALPHA8:
semiTransparentRedColor = wtu.sRGBToLinear(semiTransparentRedColor);
semiTransparentGreenColor = wtu.sRGBToLinear(semiTransparentGreenColor);
break;
case gl.RGBA8UI:
// For int and uint textures, TexImageUtils outputs the maximum value (in this case,
// 255) for the alpha channel all the time because of differences in behavior when
// sampling integer textures with and without alpha channels. Since changing this
// behavior may have large impact across the test suite, leave it as is for now.
setAllAlphaChannelsTo1();
break;
}
gl.clearColor(0,0,0,1);
gl.clearDepth(1);
runTest();
}
function setCanvasToRedGreen(ctx) {
var width = ctx.canvas.width;
var height = ctx.canvas.height;
var halfHeight = Math.floor(height / 2);
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = "#ff0000";
ctx.fillRect(0, 0, width, halfHeight);
ctx.fillStyle = "#00ff00";
ctx.fillRect(0, halfHeight, width, height - halfHeight);
}
function setCanvasToSemiTransparentRedGreen(ctx) {
var width = ctx.canvas.width;
var height = ctx.canvas.height;
var halfHeight = Math.floor(height / 2);
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = "rgba(127, 0, 0, 0.5)";
ctx.fillRect(0, 0, width, halfHeight);
ctx.fillStyle = "rgba(0, 127, 0, 0.5)";
ctx.fillRect(0, halfHeight, width, height - halfHeight);
}
function drawTextInCanvas(ctx, bindingTarget) {
var width = ctx.canvas.width;
var height = ctx.canvas.height;
ctx.fillStyle = "#ffffff";
ctx.fillRect(0, 0, width, height);
ctx.font = '20pt Arial';
ctx.fillStyle = 'black';
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("1234567890", width / 2, height / 4);
}
function setCanvasTo257x257(ctx, bindingTarget) {
ctx.canvas.width = 257;
ctx.canvas.height = 257;
setCanvasToRedGreen(ctx);
}
function setCanvasTo257x257SemiTransparent(ctx, bindingTarget) {
ctx.canvas.width = 257;
ctx.canvas.height = 257;
setCanvasToSemiTransparentRedGreen(ctx);
}
function setCanvasToMin(ctx, bindingTarget) {
if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
// cube map texture must be square.
ctx.canvas.width = 2;
} else {
ctx.canvas.width = 1;
}
ctx.canvas.height = 2;
setCanvasToRedGreen(ctx);
}
function setCanvasToMinSemiTransparent(ctx, bindingTarget) {
if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
// cube map texture must be square.
ctx.canvas.width = 2;
} else {
ctx.canvas.width = 1;
}
ctx.canvas.height = 2;
setCanvasToSemiTransparentRedGreen(ctx);
}
function runOneIteration(canvas, useTexSubImage2D, flipY, semiTransparent, program, bindingTarget, opt_texture, opt_fontTest)
{
var objType = 'canvas';
if (canvas.transferToImageBitmap)
objType = 'OffscreenCanvas';
debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
' with flipY=' + flipY + ' bindingTarget=' + (bindingTarget == gl.TEXTURE_2D ? 'TEXTURE_2D' : 'TEXTURE_CUBE_MAP') +
' canvas size: ' + canvas.width + 'x' + canvas.height +
' source object type: ' + objType +
(opt_fontTest ? " with fonts" : " with" + (semiTransparent ? " semi-transparent" : "") + " red-green"));
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (!opt_texture) {
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);
gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
} else {
var texture = opt_texture;
}
// 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];
}
// Upload the image into the texture
for (var tt = 0; tt < targets.length; ++tt) {
// Initialize the texture to black first
if (useTexSubImage2D) {
gl.texImage2D(targets[tt], 0, gl[internalFormat], canvas.width, canvas.height, 0,
gl[pixelFormat], gl[pixelType], null);
gl.texSubImage2D(targets[tt], 0, 0, 0, gl[pixelFormat], gl[pixelType], canvas);
} else {
gl.texImage2D(targets[tt], 0, gl[internalFormat], gl[pixelFormat], gl[pixelType], canvas);
}
}
var width = gl.canvas.width;
var height = gl.canvas.height;
var halfWidth = Math.floor(width / 2);
var halfHeight = Math.floor(height / 2);
var top = flipY ? 0 : (height - halfHeight);
var bottom = flipY ? (height - halfHeight) : 0;
var loc;
if (bindingTarget == gl.TEXTURE_CUBE_MAP) {
loc = gl.getUniformLocation(program, "face");
}
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, 255, 0, 255]);
if (opt_fontTest) {
// check half is a solid color.
wtu.checkCanvasRect(
gl, 0, top, width, halfHeight,
whiteColor,
"should be white");
// check other half is not a solid color.
wtu.checkCanvasRectColor(
gl, 0, bottom, width, halfHeight,
whiteColor, 0,
function() {
testFailed("font missing");
},
function() {
testPassed("font rendered");
},
debug);
} else {
var localRed = semiTransparent ? semiTransparentRedColor : redColor;
var localGreen = semiTransparent ? semiTransparentGreenColor : greenColor;
// Allow a tolerance for premultiplication/unmultiplication, especially for texture
// formats with lower bit depths.
var tolerance = 0;
if (semiTransparent) {
tolerance = 3;
if (pixelType == 'UNSIGNED_SHORT_5_6_5' || internalFormat == 'RGB565') {
tolerance = 6;
} else if (pixelType == 'UNSIGNED_SHORT_4_4_4_4' || internalFormat == 'RGBA4') {
tolerance = 9;
} else if (pixelType == 'UNSIGNED_SHORT_5_5_5_1' || internalFormat == 'RGB5_A1') {
// Semi-transparent values are allowed to convert to either 1 or 0 for this
// single-bit alpha format per OpenGL ES 3.0.5 section 2.1.6.2, "Conversion
// from Floating-Point to Normalized Fixed-Point". Ignore alpha for these
// tests.
tolerance = 6;
localRed = localRed.slice(0, 3);
localGreen = localGreen.slice(0, 3);
} else if (internalFormat == 'RGB10_A2') {
// The alpha channel is too low-resolution for any meaningful comparisons.
localRed = localRed.slice(0, 3);
localGreen = localGreen.slice(0, 3);
}
}
// Check the top and bottom halves and make sure they have the right color.
debug("Checking " + (flipY ? "top" : "bottom"));
wtu.checkCanvasRect(gl, 0, bottom, width, halfHeight, localRed,
"shouldBe " + localRed, tolerance);
debug("Checking " + (flipY ? "bottom" : "top"));
wtu.checkCanvasRect(gl, 0, top, width, halfHeight, localGreen,
"shouldBe " + localGreen, tolerance);
}
if (!useTexSubImage2D && pixelFormat == "RGBA") {
if (pixelType == "FLOAT") {
// Attempt to set a pixel in the texture to ensure the texture was
var pixels = new Float32Array([1000.0, 1000.0, 1000.0, 1000.0]);
gl.texSubImage2D(targets[tt], 0, 0, 0, 1, 1, gl[pixelFormat], gl[pixelType], pixels);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Texture should be backed by floats");
} else if (pixelType == "HALF_FLOAT_OES" || pixelType == "HALF_FLOAT") {
// Attempt to set a pixel in the texture to ensure the texture was
var halfFloatTenK = 0x70E2; // Half float 10000
var pixels = new Uint16Array([halfFloatTenK, halfFloatTenK, halfFloatTenK, halfFloatTenK]);
gl.texSubImage2D(targets[tt], 0, 0, 0, 1, 1, gl[pixelFormat], gl[pixelType], pixels);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Texture should be backed by half-floats");
}
}
}
if (false) {
var m = wtu.makeImageFromCanvas(gl.canvas);
document.getElementById("console").appendChild(m);
document.getElementById("console").appendChild(document.createElement("hr"));
}
return texture;
}
function runTest()
{
var canvas = document.createElement('canvas');
var cases = [
{ canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasToMin },
{ canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: false },
{ canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: false },
{ canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: false },
{ canvas: canvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasToMinSemiTransparent },
{ canvas: canvas, sub: false, flipY: false, semiTransparent: true, font: false },
{ canvas: canvas, sub: true, flipY: true, semiTransparent: true, font: false },
{ canvas: canvas, sub: true, flipY: false, semiTransparent: true, font: false },
{ canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasTo257x257 },
{ canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: false },
{ canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: false },
{ canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: false },
{ canvas: canvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasTo257x257SemiTransparent },
{ canvas: canvas, sub: false, flipY: false, semiTransparent: true, font: false },
{ canvas: canvas, sub: true, flipY: true, semiTransparent: true, font: false },
{ canvas: canvas, sub: true, flipY: false, semiTransparent: true, font: false },
];
// The font tests don't work with ALPHA-only textures since they draw to the color channels.
if (internalFormat != 'ALPHA') {
cases = cases.concat([
{ canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: true, init: drawTextInCanvas },
{ canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: true },
{ canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: true },
{ canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: true },
]);
}
if (window.OffscreenCanvas) {
var offscreenCanvas = new OffscreenCanvas(1, 1);
cases = cases.concat([
{ canvas: offscreenCanvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasToMin },
{ canvas: offscreenCanvas, sub: false, flipY: false, semiTransparent: false, font: false },
{ canvas: offscreenCanvas, sub: true, flipY: true, semiTransparent: false, font: false },
{ canvas: offscreenCanvas, sub: true, flipY: false, semiTransparent: false, font: false },
{ canvas: offscreenCanvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasToMinSemiTransparent },
{ canvas: offscreenCanvas, sub: false, flipY: false, semiTransparent: true, font: false },
{ canvas: offscreenCanvas, sub: true, flipY: true, semiTransparent: true, font: false },
{ canvas: offscreenCanvas, sub: true, flipY: false, semiTransparent: true, font: false },
]);
}
function runTexImageTest(bindingTarget) {
var program;
if (bindingTarget == gl.TEXTURE_2D) {
program = tiu.setupTexturedQuad(gl, internalFormat);
} else {
program = tiu.setupTexturedQuadWithCubeMap(gl, internalFormat);
}
return new Promise(function(resolve, reject) {
var count = repeatCount;
var caseNdx = 0;
var texture = undefined;
function runNextTest() {
var c = cases[caseNdx];
var imageDataBefore = null;
if (c.init) {
c.init(c.canvas.getContext('2d'), bindingTarget);
}
texture = runOneIteration(c.canvas, c.sub, c.flipY, c.semiTransparent, program, bindingTarget, texture, c.font);
// for the first 2 iterations always make a new texture.
if (count < 2) {
gl.deleteTexture(texture);
texture = undefined;
}
++caseNdx;
if (caseNdx == cases.length) {
caseNdx = 0;
--count;
if (!count) {
resolve("SUCCESS");
return;
}
}
// While we are working with Canvases, it's really unlikely that
// waiting for composition will change anything here, and it's much
// slower, so just dispatchPromise. If we want to test with composites,
// we should test a more narrow subset of tests.
wtu.dispatchPromise(runNextTest);
}
runNextTest();
});
}
runTexImageTest(gl.TEXTURE_2D).then(function(val) {
runTexImageTest(gl.TEXTURE_CUBE_MAP).then(function(val) {
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
finishTest();
});
});
}
return init;
}