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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-mochitest/test_texsubimage_float.html
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
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diff --git a/dom/canvas/test/webgl-mochitest/test_texsubimage_float.html b/dom/canvas/test/webgl-mochitest/test_texsubimage_float.html
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+<!DOCTYPE HTML>
+<title>WebGL test: bug 1003607</title>
+<script src="/tests/SimpleTest/SimpleTest.js"></script>
+<link rel="stylesheet" href="/tests/SimpleTest/test.css">
+<script src="driver-info.js"></script>
+<script src="webgl-util.js"></script>
+<body>
+<canvas id="c"></canvas>
+<script>
+
+// Give ourselves a scope to return early from:
+(function() {
+ var gl = WebGLUtil.getWebGL('c');
+ if (!gl) {
+ todo(false, 'WebGL is unavailable.');
+ return;
+ }
+
+ // Catch actual WebGLUtil errors, not GL errors.
+ function errorFunc(str) {
+ ok(false, 'Error: ' + str);
+ }
+ WebGLUtil.setErrorFunc(errorFunc);
+
+ function checkGLError(func, info, reference) {
+ var error = gl.getError();
+ var prefix = info ? ('[' + info + '] ') : '';
+ var text = 'gl.getError should be 0x' + reference.toString(16) +
+ ', was 0x' + error.toString(16) + '.';
+ func(error == reference, prefix + text);
+ }
+
+ // Begin test:
+ if (!gl.getExtension('OES_texture_float')) {
+ todo(false, 'Not having this extension is fine.');
+ return;
+ }
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+ checkGLError(ok, 'texture parameter setup should succeed', gl.NO_ERROR);
+
+ // Generate data
+ var width = 2;
+ var height = 2;
+ var numChannels = 4;
+ var data = new Float32Array(width * height * numChannels);
+ for (var ii = 0; ii < data.length; ++ii) {
+ data[ii] = 10000;
+ }
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, data);
+ checkGLError(ok, 'floating-point texture allocation should succeed', gl.NO_ERROR);
+
+ // Try respecifying data
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.FLOAT, data);
+ checkGLError(ok, 'floating-point texture sub image should succeed', gl.NO_ERROR);
+})();
+
+</script>