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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /dom/canvas/test/webgl-conf/checkout/conformance/glsl/samplers/glsl-function-texture2dlod.html
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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+<!--
+
+/*
+** Copyright (c) 2012 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL texture2D GLSL conformance test.</title>
+<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
+<link rel="stylesheet" href="../../../resources/glsl-feature-tests.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="256" style="width: 16px; height: 16px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader2d" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+attribute vec2 texCoord0;
+varying vec4 color;
+uniform sampler2D tex;
+uniform float lod;
+void main() {
+ gl_Position = vPosition;
+ color = texture2DLod(tex, texCoord0, lod);
+}
+</script>
+<script id="fshader2d" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 color;
+void main() {
+ gl_FragData[0] = color;
+}
+</script>
+<script>
+"use strict";
+description("tests GLSL texture2DLod function");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("example");
+
+shouldBe("canvas.width", "256");
+shouldBe("canvas.height", "256");
+
+var colors = [
+ {name: 'red', color:[255, 0, 0, 255]},
+ {name: 'green', color:[0, 255, 0, 255]},
+ {name: 'blue', color:[0, 0, 255, 255]},
+ {name: 'yellow', color:[255, 255, 0, 255]},
+ {name: 'magenta', color:[255, 0, 255, 255]},
+ {name: 'cyan', color:[0, 255, 255, 255]},
+ {name: 'pink', color:[255, 128, 128, 255]},
+ {name: 'gray', color:[128, 128, 128, 255]},
+ {name: 'light green', color:[128, 255, 128, 255]},
+];
+
+var gl = wtu.create3DContext(canvas);
+if (gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) > 0) {
+ runTest();
+} else {
+ testPassed("MAX_VERTEX_TEXTURE_IMAGE_UNITS == 0, this is okay.");
+}
+
+function runTest() {
+ var program = wtu.setupProgram(
+ gl, ['vshader2d', 'fshader2d'], ['vPosition', 'texCoord0'], [0, 1]);
+ wtu.setupUnitQuad(gl, 0, 1);
+
+ shouldBe("colors.length", "9");
+
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texParameteri(
+ gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
+
+ for (var ii = 0; ii < colors.length; ++ii) {
+ var color = colors[ii];
+ var size = Math.pow(2, colors.length - ii - 1);
+ wtu.fillTexture(gl, tex, size, size, color.color, ii);
+ }
+
+ var loc = gl.getUniformLocation(program, "lod");
+
+ for (var ii = 0; ii < colors.length; ++ii) {
+ gl.uniform1f(loc, ii);
+ var color = colors[ii];
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(
+ gl, color.color,
+ "256x256 texture drawn to 256x256 dest with lod = " + ii +
+ " should be " + color.name);
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
+}
+
+var successfullyParsed = true;
+
+</script>
+<script src="../../../js/js-test-post.js"></script>
+
+</body>
+</html>