| /* |
| * Copyright (c) 2014, the Dart project authors. Please see the AUTHORS file |
| * for details. All rights reserved. Use of this source code is governed by a |
| * BSD-style license that can be found in the LICENSE file. |
| */ |
| /** |
| * @description Tests texSubImage2D upload path from Uint8List |
| */ |
| import "dart:html"; |
| import "dart:web_gl" as wgl; |
| import 'dart:typed_data'; |
| import "../../../testcommon.dart"; |
| import "resources/webgl-test.dart"; |
| import "resources/webgl-test-utils.dart" as wtu; |
| import "../../../../Utils/async_utils.dart"; |
| import "pwd.dart"; |
| |
| main() { |
| document.body.setInnerHtml(''' |
| <script id="fshader" type="x-shader/x-fragment"> |
| #ifdef GL_ES |
| precision highp float; |
| #endif |
| uniform sampler2D tex; |
| varying vec2 texCoord; |
| |
| void main() |
| { |
| float intensity = texture2D(tex, texCoord).a; |
| gl_FragColor = vec4(intensity, intensity, intensity, 1.0); |
| } |
| </script> |
| <canvas id="example" width="256px" height="1px"></canvas> |
| <div id="console"></div> |
| ''', treeSanitizer: new NullTreeSanitizer()); |
| |
| var canvas = document.getElementById("example"); |
| var gl = wtu.create3DContext(canvas); |
| var program = wtu.setupProgram( |
| gl, |
| [wtu.setupSimpleTextureVertexShader(gl), |
| wtu.loadShaderFromScript(gl, "fshader")], |
| ['vPosition', 'texCoord0']); |
| wtu.setupUnitQuad(gl); |
| var textureWidth = 256; |
| var textureHeight = 1; |
| |
| var textureLoc = gl.getUniformLocation(program, "tex"); |
| |
| var texture = gl.createTexture(); |
| gl.bindTexture(wgl.TEXTURE_2D, texture); |
| gl.texParameteri(wgl.TEXTURE_2D, wgl.TEXTURE_WRAP_S, wgl.CLAMP_TO_EDGE); |
| gl.texParameteri(wgl.TEXTURE_2D, wgl.TEXTURE_WRAP_T, wgl.CLAMP_TO_EDGE); |
| gl.texParameteri(wgl.TEXTURE_2D, wgl.TEXTURE_MIN_FILTER, wgl.NEAREST); |
| gl.texParameteri(wgl.TEXTURE_2D, wgl.TEXTURE_MAG_FILTER, wgl.NEAREST); |
| // Allocate the texture object |
| gl.texImage2D(wgl.TEXTURE_2D, 0, wgl.ALPHA, textureWidth, textureHeight, 0, wgl.ALPHA, wgl.UNSIGNED_BYTE, null); |
| // Prepare the image data |
| var array = new Uint8List(textureWidth); |
| for (var i = 0; i < textureWidth; i++) |
| array[i] = i; |
| // Fill the texture object with data -- this is actually the code path being tested |
| gl.texSubImage2D(wgl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, wgl.ALPHA, wgl.UNSIGNED_BYTE, array); |
| |
| // Clear and set up |
| gl.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT); |
| gl.bindTexture(wgl.TEXTURE_2D, texture); |
| gl.useProgram(program); |
| gl.uniform1i(textureLoc, 0); |
| // Draw the texture to the frame buffer |
| gl.drawArrays(wgl.TRIANGLES, 0, 6); |
| |
| // Read back the frame buffer |
| var buf = new Uint8List(textureWidth * textureHeight * 4); |
| gl.readPixels(0, 0, textureWidth, textureHeight, wgl.RGBA, wgl.UNSIGNED_BYTE, buf); |
| |
| // Verify the frame buffer's contents |
| for (var i = 0; i < textureWidth; i++) { |
| var val = i; |
| var actual = buf.sublist(4*i, 4*i+3); |
| debug("pixel at ($i, 0)"); |
| shouldBeList(actual, [val,val,val]); |
| } |
| } |