Move parseFontFaceDescriptor to CSSPropertyParser.cpp
[chromium-blink-merge.git] / third_party / WebKit / LayoutTests / fast / canvas / webgl / tex-image-and-sub-image-2d-with-array-buffer-view.html
blob2753e3f18ad13478b3015fa223f964e3e3dbd15e
1 <html>
2 <head>
3 <script src="../../../resources/js-test.js"></script>
4 <script src="resources/webgl-test.js"></script>
5 <script src="resources/webgl-test-utils.js"></script>
6 </head>
7 <body>
8 <canvas id="example" width="1px" height="2px"></canvas>
9 <div id="description"></div>
10 <div id="console"></div>
11 <script>
12 description('Verifies texImage2D and texSubImage2D code paths taking ArrayBufferView');
14 var wtu = WebGLTestUtils;
15 var gl = null;
16 var textureLoc = null;
18 // These two declarations need to be global for "shouldBe" to see them
19 var buf = null;
20 var idx = 0;
21 var pixel = [0, 0, 0, 1];
22 var correctColor = null;
24 function generateRGBAData(type, unpackAlignment)
26 var sourceData = [ 255, 0, 0, 255,
27 0, 255, 0, 0 ];
28 switch (type) {
29 case gl.UNSIGNED_BYTE: {
30 var rowWidth = Math.max(unpackAlignment, 4);
31 var data = new Uint8Array(2 * rowWidth);
32 for (var y = 0; y < 2; ++y) {
33 var index = y * rowWidth;
34 for (var element = 0; element < 4; ++element) {
35 data[index + element] = sourceData[4 * y + element];
38 return data;
40 case gl.UNSIGNED_SHORT_4_4_4_4: {
41 var rowWidth = Math.max(unpackAlignment, 2) / 2;
42 var data = new Uint16Array(2 * rowWidth);
43 for (var y = 0; y < 2; ++y) {
44 var index = y * rowWidth;
45 data[index] = (((sourceData[4 * y] & 0xF0) << 8)
46 | ((sourceData[4 * y + 1] & 0xF0) << 4)
47 | (sourceData[4 * y + 2] & 0xF0)
48 | (sourceData[4 * y + 3] >> 4));
50 return data;
52 case gl.UNSIGNED_SHORT_5_5_5_1: {
53 var rowWidth = Math.max(unpackAlignment, 2) / 2;
54 var data = new Uint16Array(2 * rowWidth);
55 for (var y = 0; y < 2; ++y) {
56 var index = y * rowWidth;
57 data[index] = (((sourceData[4 * y] & 0xF8) << 8)
58 | ((sourceData[4 * y + 1] & 0xF8) << 3)
59 | ((sourceData[4 * y + 2] & 0xF8) >> 2)
60 | (sourceData[4 * y + 3] >> 7));
62 return data;
67 function typeToString(type)
69 switch (type) {
70 case gl.UNSIGNED_BYTE: return 'UNSIGNED_BYTE';
71 case gl.UNSIGNED_SHORT_5_5_5_1: return 'UNSIGNED_SHORT_5_5_5_1';
72 case gl.UNSIGNED_SHORT_4_4_4_4: return 'UNSIGNED_SHORT_4_4_4_4';
74 return 'Unknown type ' + type;
77 function runOneIteration(useTexSubImage2D, type, unpackAlignment, flipY, premultiplyAlpha, topColor, bottomColor)
79 debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') +
80 ' with type=' + typeToString(type) +
81 ', unpackAlignment=' + unpackAlignment +
82 ', flipY=' + flipY + ', premultiplyAlpha=' + premultiplyAlpha);
83 gl.colorMask(true, true, true, true);
84 gl.clearColor(0, 0, 0, 1.0);
85 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
86 // Enable writes to the RGB channels
87 gl.colorMask(true, true, true, false);
88 var texture = gl.createTexture();
89 // Bind the texture to texture unit 0
90 gl.bindTexture(gl.TEXTURE_2D, texture);
91 // Set up texture parameters
92 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
93 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
94 // Set up pixel store parameters
95 gl.pixelStorei(gl.UNPACK_ALIGNMENT, unpackAlignment);
96 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
97 gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, premultiplyAlpha);
98 // Generate the data
99 var data = generateRGBAData(type, unpackAlignment);
100 if (gl.getError() != gl.NO_ERROR)
101 testFailed("GL error before texture upload");
102 // Upload the image into the texture
103 if (useTexSubImage2D) {
104 // Initialize the texture to black first
105 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0,
106 gl.RGBA, type, null);
107 if (gl.getError() != gl.NO_ERROR)
108 testFailed("GL error after texImage2D(null)");
109 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 2, gl.RGBA, type, data);
110 if (gl.getError() != gl.NO_ERROR)
111 testFailed("GL error after texSubImage2D");
112 } else {
113 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 2, 0, gl.RGBA, type, data);
114 if (gl.getError() != gl.NO_ERROR)
115 testFailed("GL error after texImage2D");
118 // Point the uniform sampler to texture unit 0
119 gl.uniform1i(textureLoc, 0);
120 // Draw the triangles
121 wtu.drawQuad(gl, [0, 0, 0, 255]);
123 // Read back the rendering results
124 buf = new Uint8Array(1 * 2 * 4);
125 gl.readPixels(0, 0, 1, 2, gl.RGBA, gl.UNSIGNED_BYTE, buf);
126 // Check the top pixel and bottom pixel and make sure they have
127 // the right color.
128 debug("Checking bottom pixel");
129 wtu.checkCanvasRect(gl, 0, 0, 1, 1, bottomColor, "shouldBe " + bottomColor);
130 debug("Checking top pixel");
131 wtu.checkCanvasRect(gl, 0, 1, 1, 1, topColor, "shouldBe " + topColor);
134 function runTest()
136 var red = [255, 0, 0, 255];
137 var green = [0, 255, 0, 255];
138 var redPremultiplyAlpha = [255, 0, 0, 255];
139 var greenPremultiplyAlpha = [0, 0, 0, 255];
141 var types = [ gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_5_5_5_1, gl.UNSIGNED_SHORT_4_4_4_4 ];
142 var unpackAlignments = [ 1, 2, 4, 8 ];
144 for (var i = 0; i < types.length; ++i) {
145 var type = types[i];
146 for (var j = 0; j < unpackAlignments.length; ++j) {
147 var unpackAlignment = unpackAlignments[j];
148 runOneIteration(false, type, unpackAlignment, true, false,
149 red, green);
150 runOneIteration(false, type, unpackAlignment, false, false,
151 green, red);
152 runOneIteration(false, type, unpackAlignment, true, true,
153 redPremultiplyAlpha, greenPremultiplyAlpha);
154 runOneIteration(false, type, unpackAlignment, false, true,
155 greenPremultiplyAlpha, redPremultiplyAlpha);
156 runOneIteration(true, type, unpackAlignment, true, false,
157 red, green);
158 runOneIteration(true, type, unpackAlignment, false, false,
159 green, red);
160 runOneIteration(true, type, unpackAlignment, true, true,
161 redPremultiplyAlpha, greenPremultiplyAlpha);
162 runOneIteration(true, type, unpackAlignment, false, true,
163 greenPremultiplyAlpha, redPremultiplyAlpha);
169 var canvas = document.getElementById("example");
170 gl = wtu.create3DContext(canvas);
171 var program = wtu.setupTexturedQuad(gl);
172 gl.disable(gl.BLEND);
174 gl.clearColor(0,0,0,1);
175 gl.clearDepth(1);
177 textureLoc = gl.getUniformLocation(program, "tex");
179 runTest();
180 </script>
181 </body>
182 </html>