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Diffstat (limited to 'dom/canvas/test/webgl-mochitest/test_texsubimage_float.html')
-rw-r--r-- | dom/canvas/test/webgl-mochitest/test_texsubimage_float.html | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-mochitest/test_texsubimage_float.html b/dom/canvas/test/webgl-mochitest/test_texsubimage_float.html new file mode 100644 index 000000000..75735c657 --- /dev/null +++ b/dom/canvas/test/webgl-mochitest/test_texsubimage_float.html @@ -0,0 +1,62 @@ +<!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> |