mirror of
https://github.com/classilla/tenfourfox.git
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98 lines
2.6 KiB
HTML
98 lines
2.6 KiB
HTML
<!--
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Copyright (c) 2011 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>WebGL the max advertized texture size is supported.</title>
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<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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<script src="../../resources/js-test-pre.js"></script>
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<script src="../resources/webgl-test.js"> </script>
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<script src="../resources/webgl-test-utils.js"> </script>
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</head>
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<body>
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<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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attribute vec2 texCoord0;
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varying vec2 texCoord;
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void main()
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{
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gl_Position = vPosition;
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texCoord = texCoord0;
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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precision mediump float;
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uniform samplerCube tex;
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varying vec2 texCoord;
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void main()
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{
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gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1)));
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}
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</script>
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<script>
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description(document.title);
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var wtu = WebGLTestUtils;
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var gl = wtu.create3DContext("example");
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var program = wtu.setupTexturedQuad(gl);
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// Note: It seems like a reasonable assuption that a 1xN texture size should
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// work. Even 1 by 128k is only 512k
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var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
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debug("advertised max size: " + maxSize);
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var testSize = Math.min(maxSize, 128 * 1024);
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var pixels = new Uint8Array(testSize * 4);
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for (var ii = 0; ii < testSize; ++ii) {
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var off = ii * 4;
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pixels[off + 0] = 0;
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pixels[off + 1] = 255;
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pixels[off + 2] = 128;
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pixels[off + 3] = 255;
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}
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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debug("test " + testSize + "x1");
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gl.texImage2D(
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gl.TEXTURE_2D, 0, gl.RGBA, testSize, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
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pixels);
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gl.generateMipmap(gl.TEXTURE_2D);
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wtu.drawQuad(gl);
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wtu.checkCanvas(gl, [0, 255, 128, 255],
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"Should be 0, 255, 128, 255");
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debug("test 1x" + testSize);
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gl.texImage2D(
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gl.TEXTURE_2D, 0, gl.RGBA, 1, testSize, 0, gl.RGBA, gl.UNSIGNED_BYTE,
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pixels);
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gl.generateMipmap(gl.TEXTURE_2D);
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wtu.drawQuad(gl);
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wtu.checkCanvas(gl, [0, 255, 128, 255],
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"Should be 0, 255, 128, 255");
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var program = wtu.setupProgram(
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gl, ['vshader', 'fshader'], ['vPosition', 'texCoord0'], [0, 1]);
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glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
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// NOTE: We can't easily test cube maps because they require width == height
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// and we might not have enough memory for maxSize by maxSize texture.
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successfullyParsed = true;
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</script>
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<script>finishTest();</script>
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</body>
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</html>
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