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<!DOCTYPE HTML>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<title>WebGL2 test: Alpha and Luminance Textures</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>
<script id="vs" type="x-shader/x-vertex"
>#version 300 es
in vec2 aTexCoord;
out vec2 vTexCoord;
void main() {
vec2 pos = vec2(2.0)*aTexCoord - vec2(1.0);
gl_Position = vec4(pos, 0.0, 1.0);
vTexCoord = aTexCoord;
}
</script>
<script id="fs" type="x-shader/x-fragment"
>#version 300 es
precision mediump float;
in vec2 vTexCoord;
uniform sampler2D uTex;
out vec4 oFragColor;
void main() {
oFragColor = texture(uTex, vTexCoord);
}
</script>
<body>
<canvas id="c" width="32" height="32"></canvas>
<script>
WebGLUtil.withWebGL2('c', function(gl) {
function testPixel(x, y, refData, infoPrefix) {
var pixel = new Uint8Array(4);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
var pixelMatches = (pixel[0] == refData[0] &&
pixel[1] == refData[1] &&
pixel[2] == refData[2] &&
pixel[3] == refData[3]);
var expectedStr = '[' + refData.join(', ') + ']';
var actualStr = '[' + pixel.join(', ') + ']';
if (pixelMatches) {
ok(true, infoPrefix + 'Expected ' + expectedStr + '.');
} else {
ok(false, infoPrefix + 'Expected ' + expectedStr + ', was ' + actualStr + '.');
}
}
function testTexture(details, prog) {
prog.aTexCoord = gl.getAttribLocation(prog, "aTexCoord");
ok(prog.aTexCoord >= 0, '`aTexCoord` should be valid.');
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, details.format, 1, 1, 0,
details.format, gl.UNSIGNED_BYTE, details.texData);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_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);
gl.useProgram(prog);
gl.vertexAttribPointer(prog.aTexCoord, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(prog.aTexCoord);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
testPixel(0, 0, details.result, details.info + ': ');
return true;
}
var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
if (!prog) {
ok(false, 'Program linking should succeed.');
return false;
}
gl.disable(gl.DEPTH_TEST);
var vertData = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertData);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0, 0, 1, 0, 0, 1, 1, 1 ]), gl.STATIC_DRAW);
gl.clearColor(0, 0, 1, 1);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
var details = [
{ info: 'Luminance8', format: gl.LUMINANCE, texData: new Uint8Array([ 128 ]),
result: [128, 128, 128, 255] },
{ info: 'Alpha8', format: gl.ALPHA, texData: new Uint8Array([ 128 ]),
result: [0, 0, 0, 128] },
{ info: 'Luminance8Alpha8', format: gl.LUMINANCE_ALPHA, texData: new Uint8Array([ 128, 128 ]),
result: [128, 128, 128, 128] },
];
for (var i = 0; i < details.length; i++) {
if (!testTexture(details[i], prog)) {
return;
}
}
ok(true, 'Test complete.');
}, function() {
SimpleTest.finish();
});
SimpleTest.waitForExplicitFinish();
</script>
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