<!-- /* ** 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 the max advertized texture size is supported.</title> <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="4" height="4" style="width: 40px; height: 30px;"></canvas> <div id="description"></div> <div id="console"></div> <script id="vshader" type="x-shader/x-vertex"> attribute vec4 vPosition; attribute vec2 texCoord0; varying vec2 texCoord; void main() { gl_Position = vPosition; texCoord = texCoord0; } </script> <script id="fshader" type="x-shader/x-fragment"> precision mediump float; uniform samplerCube tex; varying vec2 texCoord; void main() { gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1))); } </script> <script> "use strict"; description(document.title); var wtu = WebGLTestUtils; var gl = wtu.create3DContext("example"); var program = wtu.setupTexturedQuad(gl); function shouldBePowerOfTwo(n, name) { var power = Math.round(Math.log(n) / Math.log(2)); if (Math.pow(2, power) == n) { testPassed(name + ' is a power of two.'); } else { testFailed(name + ' should be a power of two, but was ' + n); } } // Note: It seems like a reasonable assuption that a 1xN texture size should // work. Even 1 by 128k is only 512k var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); debug("advertised max size: " + maxSize); debug("verifying max size is power-of-two (implied by GLES 2.0 section 3.7.1)"); shouldBePowerOfTwo(maxSize, 'Max size'); var testSize = Math.min(maxSize, 128 * 1024); var pixels = new Uint8Array(testSize * 4); for (var ii = 0; ii < testSize; ++ii) { var off = ii * 4; pixels[off + 0] = 0; pixels[off + 1] = 255; pixels[off + 2] = 128; pixels[off + 3] = 255; } var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); debug("test " + testSize + "x1"); gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, testSize, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); gl.generateMipmap(gl.TEXTURE_2D); wtu.clearAndDrawUnitQuad(gl); wtu.checkCanvas(gl, [0, 255, 128, 255], "Should be 0, 255, 128, 255"); debug("test 1x" + testSize); gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 1, testSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); gl.generateMipmap(gl.TEXTURE_2D); wtu.clearAndDrawUnitQuad(gl); wtu.checkCanvas(gl, [0, 255, 128, 255], "Should be 0, 255, 128, 255"); var program = wtu.setupProgram( gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors."); // NOTE: We can't easily test cube maps because they require width == height // and we might not have enough memory for maxSize by maxSize texture. var successfullyParsed = true; </script> <script src="../../js/js-test-post.js"></script> </body> </html>