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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.
*/
"use strict";
function generateTest(internalFormat, pixelFormat, pixelType, prologue, resourcePath, defaultContextVersion) {
var wtu = WebGLTestUtils;
var tiu = TexImageUtils;
var gl = null;
var successfullyParsed = false;
var redColor = [255, 0, 0, 255];
var greenColor = [0, 255, 0, 255];
var repeatCount;
function shouldRepeatTestForTextureFormat(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.
return ((internalFormat == 'RGBA' && pixelFormat == 'RGBA' && pixelType == 'UNSIGNED_BYTE') ||
(internalFormat == 'RGB' && pixelFormat == 'RGB' && pixelType == 'UNSIGNED_BYTE'));
}
async function init()
{
description('Verify texImage2D and texSubImage2D code paths taking webgl 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)) {
return;
}
repeatCount = (shouldRepeatTestForTextureFormat(internalFormat, pixelFormat, pixelType) ? 4 : 1);
switch (gl[pixelFormat]) {
case gl.RED:
case gl.RED_INTEGER:
greenColor = [0, 0, 0];
break;
case gl.LUMINANCE:
case gl.LUMINANCE_ALPHA:
redColor = [255, 255, 255];
greenColor = [0, 0, 0];
break;
case gl.ALPHA:
redColor = [0, 0, 0];
greenColor = [0, 0, 0];
break;
default:
break;
}
gl.clearColor(0,0,0,1);
gl.clearDepth(1);
await runTest();
}
function setCanvasToRedGreen(ctx, hasAlpha) {
var width = ctx.canvas.width;
var height = ctx.canvas.height;
var halfHeight = Math.floor(height / 2);
ctx.viewport(0, 0, width, height);
ctx.enable(ctx.SCISSOR_TEST);
ctx.scissor(0, 0, width, halfHeight);
if (hasAlpha) {
ctx.clearColor(1.0, 0, 0, 1.0);
} else {
// The WebGL implementation is responsible for making all
// alpha values appear as though they were 1.0.
ctx.clearColor(1.0, 0, 0, 0.0);
}
ctx.clear(ctx.COLOR_BUFFER_BIT);
ctx.scissor(0, halfHeight, width, height - halfHeight);
if (hasAlpha) {
ctx.clearColor(0.0, 1.0, 0, 1.0);
} else {
// The WebGL implementation is responsible for making all
// alpha values appear as though they were 1.0.
ctx.clearColor(0.0, 1.0, 0, 0.0);
}
ctx.clear(ctx.COLOR_BUFFER_BIT);
ctx.disable(ctx.SCISSOR_TEST);
}
function setCanvasTo257x257(ctx, bindingTarget, hasAlpha) {
ctx.canvas.width = 257;
ctx.canvas.height = 257;
setCanvasToRedGreen(ctx, hasAlpha);
}
function setCanvasToMin(ctx, bindingTarget, hasAlpha) {
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, hasAlpha);
}
function runOneIteration(canvas, useTexSubImage2D, alpha, flipY, program, bindingTarget, opt_texture)
{
var objType = 'canvas';
if (canvas.transferToImageBitmap)
objType = 'OffscreenCanvas';
else if (canvas.parentNode)
objType = 'canvas attached to DOM';
debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') + ' with alpha=' +
alpha + ' flipY=' + flipY + ' source object: ' + objType +
' bindingTarget=' + (bindingTarget == gl.TEXTURE_2D ? 'TEXTURE_2D' : 'TEXTURE_CUBE_MAP') +
' canvas size: ' + canvas.width + 'x' + canvas.height + ' with 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
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors before pixelStorei setup");
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_FLIP_Y_WEBGL");
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_PREMULTIPLY_ALPHA_WEBGL");
gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_COLORSPACE_CONVERSION_WEBGL");
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 ? (height - halfHeight) : 0;
var bottom = flipY ? 0 : (height - halfHeight);
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]);
// 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, redColor,
"shouldBe " + redColor);
debug("Checking " + (flipY ? "bottom" : "top"));
wtu.checkCanvasRect(gl, 0, top, width, halfHeight, greenColor,
"shouldBe " + greenColor);
}
if (false) {
var ma = wtu.makeImageFromCanvas(canvas);
document.getElementById("console").appendChild(ma);
var m = wtu.makeImageFromCanvas(gl.canvas);
document.getElementById("console").appendChild(m);
document.getElementById("console").appendChild(document.createElement("hr"));
}
return texture;
}
async function runTest()
{
for (let alpha of [ true, false ]) {
let ctx = wtu.create3DContext(null, { alpha:alpha });
let canvas = ctx.canvas;
// Note: We use preserveDrawingBuffer:true to prevent canvas
// visibility from interfering with the tests.
let visibleCtx = wtu.create3DContext(null, { preserveDrawingBuffer:true, alpha:alpha });
if (!visibleCtx) {
testFailed("context does not exist");
return;
}
let visibleCanvas = visibleCtx.canvas;
let descriptionNode = document.getElementById("description");
document.body.insertBefore(visibleCanvas, descriptionNode);
let cases = [
{ sub: false, flipY: true, ctx: ctx, init: setCanvasToMin },
{ sub: false, flipY: false, ctx: ctx },
{ sub: true, flipY: true, ctx: ctx },
{ sub: true, flipY: false, ctx: ctx },
{ sub: false, flipY: true, ctx: ctx, init: setCanvasTo257x257 },
{ sub: false, flipY: false, ctx: ctx },
{ sub: true, flipY: true, ctx: ctx },
{ sub: true, flipY: false, ctx: ctx },
{ sub: false, flipY: true, ctx: visibleCtx, init: setCanvasToMin },
{ sub: false, flipY: false, ctx: visibleCtx },
{ sub: true, flipY: true, ctx: visibleCtx },
{ sub: true, flipY: false, ctx: visibleCtx },
];
if (window.OffscreenCanvas) {
let offscreen = new OffscreenCanvas(1, 1);
let offscreenCtx = wtu.create3DContext(offscreen, { alpha:alpha });
cases = cases.concat([
{ sub: false, flipY: true, ctx: offscreenCtx, init: setCanvasToMin },
{ sub: false, flipY: false, ctx: offscreenCtx },
{ sub: true, flipY: true, ctx: offscreenCtx },
{ sub: true, flipY: false, ctx: offscreenCtx },
]);
}
async function runTexImageTest(bindingTarget) {
let program;
if (bindingTarget == gl.TEXTURE_2D) {
program = tiu.setupTexturedQuad(gl, internalFormat);
} else {
program = tiu.setupTexturedQuadWithCubeMap(gl, internalFormat);
}
let count = repeatCount;
let caseNdx = 0;
let texture = undefined;
while (true) {
let c = cases[caseNdx];
if (c.init) {
c.init(c.ctx, bindingTarget, alpha);
}
texture = runOneIteration(c.ctx.canvas, c.sub, alpha, c.flipY, program, bindingTarget, texture);
// 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)
return;
}
await wtu.dispatchPromise(function() {});
}
}
await runTexImageTest(gl.TEXTURE_2D);
await runTexImageTest(gl.TEXTURE_CUBE_MAP);
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
}
return function() {
init().then(function(val) {
finishTest();
});
};
}