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Move WebGL reftests to wpt/mozilla
This commit is contained in:
parent
938a05428a
commit
12d1464220
14 changed files with 72 additions and 7 deletions
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@ -4078,6 +4078,78 @@
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],
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"url": "/_mozilla/mozilla/canvas/drawimage_html_image_9.html"
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}
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],
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"mozilla/webgl/clearcolor.html": [
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{
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"path": "mozilla/webgl/clearcolor.html",
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"references": [
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[
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"/_mozilla/mozilla/webgl/clearcolor_ref.html",
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"=="
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]
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],
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"url": "/_mozilla/mozilla/webgl/clearcolor.html"
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}
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],
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"mozilla/webgl/tex_image_2d_canvas_no_context.html": [
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{
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"path": "mozilla/webgl/tex_image_2d_canvas_no_context.html",
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"references": [
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[
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"/_mozilla/mozilla/webgl/tex_image_2d_canvas_no_context_ref.html",
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"=="
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]
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],
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"url": "/_mozilla/mozilla/webgl/tex_image_2d_canvas_no_context.html"
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}
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],
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"mozilla/webgl/tex_image_2d_canvas2d.html": [
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{
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"path": "mozilla/webgl/tex_image_2d_canvas2d.html",
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"references": [
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[
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"/_mozilla/mozilla/webgl/tex_image_2d_canvas_ref.html",
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"=="
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]
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],
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"url": "/_mozilla/mozilla/webgl/tex_image_2d_canvas2d.html"
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}
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],
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"mozilla/webgl/tex_image_2d_canvas.html": [
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{
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"path": "mozilla/webgl/tex_image_2d_canvas.html",
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"references": [
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[
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"/_mozilla/mozilla/webgl/tex_image_2d_canvas_ref.html",
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"=="
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]
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],
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"url": "/_mozilla/mozilla/webgl/tex_image_2d_canvas.html"
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}
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],
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"mozilla/webgl/tex_image_2d_simple.html": [
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{
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"path": "mozilla/webgl/tex_image_2d_simple.html",
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"references": [
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[
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"/_mozilla/mozilla/webgl/tex_image_2d_simple_ref.html",
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"=="
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]
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],
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"url": "/_mozilla/mozilla/webgl/tex_image_2d_simple.html"
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}
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],
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"mozilla/webgl/draw_arrays_simple.html": [
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{
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"path": "mozilla/webgl/draw_arrays_simple.html",
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"references": [
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[
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"/_mozilla/mozilla/webgl/draw_arrays_simple_ref.html",
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"=="
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]
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],
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"url": "/_mozilla/mozilla/webgl/draw_arrays_simple.html"
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}
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]
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},
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"testharness": {
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25
tests/wpt/mozilla/tests/mozilla/webgl/clearcolor.html
Normal file
25
tests/wpt/mozilla/tests/mozilla/webgl/clearcolor.html
Normal file
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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 ClearColor Test</title>
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</head>
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<style>
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html, body {
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margin: 0;
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}
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</style>
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<body>
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<canvas id="canvas" width="640" height="480"></canvas>
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<script type="text/javascript">
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var gl = document.getElementById("canvas").getContext("webgl");
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gl.clearColor(1.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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</script>
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</body>
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</html>
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20
tests/wpt/mozilla/tests/mozilla/webgl/clearcolor_ref.html
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20
tests/wpt/mozilla/tests/mozilla/webgl/clearcolor_ref.html
Normal file
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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 ClearColor Test</title>
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</head>
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<style>
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html, body {
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margin: 0;
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}
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#canvas {
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width: 640px;
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height: 480px;
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background-color: red;
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}
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</style>
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<body>
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<div id="canvas"></canvas>
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</body>
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</html>
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<!doctype html>
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<meta charset="utf-8">
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<title>WebGL drawArrays test</title>
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<!--
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This test should generate a 256x256 green square
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on a 512x512 canvas
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-->
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<style>
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html, body { margin: 0 }
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</style>
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<canvas id="c" width="512" height="512"></canvas>
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<script id="vertex_shader" type="x-shader/x-vertex">
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attribute vec2 a_position;
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void main() {
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gl_Position = vec4(a_position, 0, 1);
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}
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</script>
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<script id="fragment_shader" type="x-shader/x-fragment">
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void main() {
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gl_FragColor = vec4(0, 1, 0, 1); // green
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}
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</script>
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<script>
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var gl = document.getElementById('c').getContext('webgl');
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// Clear white
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gl.clearColor(1, 1, 1, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Create the program
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var vertex_shader = gl.createShader(gl.VERTEX_SHADER),
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fragment_shader = gl.createShader(gl.FRAGMENT_SHADER),
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program = gl.createProgram();
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gl.shaderSource(vertex_shader,
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document.getElementById('vertex_shader').textContent);
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gl.shaderSource(fragment_shader,
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document.getElementById('fragment_shader').textContent);
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gl.compileShader(vertex_shader);
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gl.compileShader(fragment_shader);
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gl.attachShader(program, vertex_shader);
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gl.attachShader(program, fragment_shader);
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gl.linkProgram(program);
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gl.useProgram(program);
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// Get the position from the fragment shader
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var position = gl.getAttribLocation(program, "a_position");
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// Square as two triangles
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var square_data = new Float32Array([
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-0.5, 0.5, // top left
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0.5, 0.5, // top right
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-0.5, -0.5, // bottom left
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-0.5, -0.5, // bottom left
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0.5, 0.5, // top right
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0.5, -0.5 // bottom right
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]);
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// Create a buffer for the square with the square
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// vertex data
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var square_buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, square_buffer);
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gl.bufferData(gl.ARRAY_BUFFER, square_data, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(position);
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gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
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gl.drawArrays(gl.TRIANGLES, 0, square_data.length);
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</script>
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<!doctype html>
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<meta charset="utf-8">
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<title>WebGL drawArrays test</title>
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<style>
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html, body { margin: 0 }
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div {
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position: absolute;
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left: 128px;
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top: 128px;
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width: 256px;
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height: 256px;
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/* Totally green */
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background-color: rgb(0, 255, 0);
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}
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</style>
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<div></div>
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BIN
tests/wpt/mozilla/tests/mozilla/webgl/img/rust-logo-256x256.png
Normal file
BIN
tests/wpt/mozilla/tests/mozilla/webgl/img/rust-logo-256x256.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 36 KiB |
111
tests/wpt/mozilla/tests/mozilla/webgl/tex_image_2d_canvas.html
Normal file
111
tests/wpt/mozilla/tests/mozilla/webgl/tex_image_2d_canvas.html
Normal file
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<!doctype html>
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<html>
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<meta charset="utf-8">
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<title>WebGL texture test</title>
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<!--
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This test should show a 256x256 red square
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-->
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<style>
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html, body { margin: 0 }
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</style>
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<canvas id="c" width="256" height="256"></canvas>
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<script id="vertex_shader" type="x-shader/x-vertex">
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precision mediump float;
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attribute vec2 a_texCoord;
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attribute vec2 a_position;
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varying vec2 v_texCoord;
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void main() {
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gl_Position = vec4(a_position, 0, 1);
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v_texCoord = a_texCoord;
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}
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</script>
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<script id="fragment_shader" type="x-shader/x-fragment">
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precision mediump float;
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uniform sampler2D u_image;
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varying vec2 v_texCoord;
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void main() {
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gl_FragColor = texture2D(u_image, v_texCoord);
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}
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</script>
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<script>
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// We paint an offscreen red square and pass it as a texture to the on-screen canvas
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var first_context = document.createElement('canvas').getContext('webgl');
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first_context.canvas.width = first_context.canvas.height = 256;
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first_context.clearColor(1, 0, 0, 1);
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first_context.clear(first_context.COLOR_BUFFER_BIT);
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var gl = document.getElementById('c').getContext('webgl');
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// Clear white
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gl.clearColor(1, 1, 1, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Create the program
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var vertex_shader = gl.createShader(gl.VERTEX_SHADER),
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fragment_shader = gl.createShader(gl.FRAGMENT_SHADER),
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program = gl.createProgram();
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gl.shaderSource(vertex_shader,
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document.getElementById('vertex_shader').textContent);
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gl.shaderSource(fragment_shader,
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document.getElementById('fragment_shader').textContent);
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gl.compileShader(vertex_shader);
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gl.compileShader(fragment_shader);
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gl.attachShader(program, vertex_shader);
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gl.attachShader(program, fragment_shader);
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console.log(gl.getShaderInfoLog(vertex_shader));
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console.log(gl.getShaderInfoLog(fragment_shader));
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gl.linkProgram(program);
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gl.useProgram(program);
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// Get the position from the fragment shader
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var position = gl.getAttribLocation(program, "a_position");
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var tex_position = gl.getAttribLocation(program, "a_texCoord");
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var texture_coordinates = new Float32Array([
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0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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0.0, 1.0,
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1.0, 0.0,
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1.0, 1.0
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]);
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var texture_buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, texture_buffer);
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gl.bufferData(gl.ARRAY_BUFFER, texture_coordinates, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(tex_position);
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gl.vertexAttribPointer(tex_position, 2, gl.FLOAT, false, 0, 0);
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var square_data = new Float32Array([
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-1.0, 1.0, // top left
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1.0, 1.0, // top right
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-1.0, -1.0, // bottom left
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-1.0, -1.0, // bottom left
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1.0, 1.0, // top right
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1.0, -1.0 // bottom right
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]);
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// Create a buffer for the square with the square
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// vertex data
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var square_buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, square_buffer);
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gl.bufferData(gl.ARRAY_BUFFER, square_data, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(position);
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gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
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// pass the first canvas as texture
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, first_context.canvas);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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console.log(gl.getError() == gl.NO_ERROR);
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</script>
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</html>
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111
tests/wpt/mozilla/tests/mozilla/webgl/tex_image_2d_canvas2d.html
Normal file
111
tests/wpt/mozilla/tests/mozilla/webgl/tex_image_2d_canvas2d.html
Normal file
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<!doctype html>
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<html>
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<meta charset="utf-8">
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<title>WebGL texture test</title>
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<!--
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This test should show a 256x256 red square
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-->
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<style>
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html, body { margin: 0 }
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</style>
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<canvas id="c" width="256" height="256"></canvas>
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<script id="vertex_shader" type="x-shader/x-vertex">
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precision mediump float;
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attribute vec2 a_texCoord;
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attribute vec2 a_position;
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varying vec2 v_texCoord;
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void main() {
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gl_Position = vec4(a_position, 0, 1);
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v_texCoord = a_texCoord;
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}
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</script>
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<script id="fragment_shader" type="x-shader/x-fragment">
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precision mediump float;
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uniform sampler2D u_image;
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varying vec2 v_texCoord;
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void main() {
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gl_FragColor = texture2D(u_image, v_texCoord);
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}
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</script>
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<script>
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// We paint an offscreen red square with a 2d canvas and pass it as a texture to the on-screen canvas
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var first_context = document.createElement('canvas').getContext('2d');
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first_context.canvas.width = first_context.canvas.height = 256;
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first_context.fillStyle = "red";
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first_context.fillRect(0, 0, 256, 256);
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var gl = document.getElementById('c').getContext('webgl');
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// Clear white
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gl.clearColor(1, 1, 1, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Create the program
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var vertex_shader = gl.createShader(gl.VERTEX_SHADER),
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fragment_shader = gl.createShader(gl.FRAGMENT_SHADER),
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program = gl.createProgram();
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gl.shaderSource(vertex_shader,
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document.getElementById('vertex_shader').textContent);
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gl.shaderSource(fragment_shader,
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document.getElementById('fragment_shader').textContent);
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gl.compileShader(vertex_shader);
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gl.compileShader(fragment_shader);
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gl.attachShader(program, vertex_shader);
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gl.attachShader(program, fragment_shader);
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console.log(gl.getShaderInfoLog(vertex_shader));
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console.log(gl.getShaderInfoLog(fragment_shader));
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gl.linkProgram(program);
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gl.useProgram(program);
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|
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// Get the position from the fragment shader
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var position = gl.getAttribLocation(program, "a_position");
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var tex_position = gl.getAttribLocation(program, "a_texCoord");
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|
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var texture_coordinates = new Float32Array([
|
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0.0, 0.0,
|
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1.0, 0.0,
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0.0, 1.0,
|
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0.0, 1.0,
|
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1.0, 0.0,
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1.0, 1.0
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]);
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var texture_buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, texture_buffer);
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gl.bufferData(gl.ARRAY_BUFFER, texture_coordinates, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(tex_position);
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gl.vertexAttribPointer(tex_position, 2, gl.FLOAT, false, 0, 0);
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|
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var square_data = new Float32Array([
|
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-1.0, 1.0, // top left
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1.0, 1.0, // top right
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-1.0, -1.0, // bottom left
|
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-1.0, -1.0, // bottom left
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1.0, 1.0, // top right
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1.0, -1.0 // bottom right
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]);
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|
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// Create a buffer for the square with the square
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// vertex data
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var square_buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, square_buffer);
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gl.bufferData(gl.ARRAY_BUFFER, square_data, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(position);
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gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
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|
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// pass the first canvas as texture
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, first_context.canvas);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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console.log(gl.getError() == gl.NO_ERROR);
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</script>
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</html>
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<!doctype html>
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<html>
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<meta charset="utf-8">
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<title>WebGL texture test</title>
|
||||
<!--
|
||||
This test should show a 256x256 red square
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with a 128x128 white square embedded in the
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middle
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||||
-->
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<style>
|
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html, body { margin: 0 }
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</style>
|
||||
<canvas id="c" width="256" height="256"></canvas>
|
||||
<script id="vertex_shader" type="x-shader/x-vertex">
|
||||
precision mediump float;
|
||||
attribute vec2 a_texCoord;
|
||||
attribute vec2 a_position;
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(a_position, 0, 1);
|
||||
v_texCoord = a_texCoord;
|
||||
}
|
||||
</script>
|
||||
|
||||
<script id="fragment_shader" type="x-shader/x-fragment">
|
||||
precision mediump float;
|
||||
uniform sampler2D u_image;
|
||||
varying vec2 v_texCoord;
|
||||
void main() {
|
||||
gl_FragColor = texture2D(u_image, v_texCoord);
|
||||
}
|
||||
</script>
|
||||
<script>
|
||||
// When passed a canvas with size but without context as a texture the
|
||||
// source should be considered a white bitmap with the given size
|
||||
var canvas_without_context = document.createElement('canvas');
|
||||
canvas_without_context.width = canvas_without_context.height = 256;
|
||||
|
||||
var gl = document.getElementById('c').getContext('webgl');
|
||||
|
||||
// Clear with a non-white color
|
||||
gl.clearColor(1, 0, 0, 1);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
|
||||
// Create the program
|
||||
var vertex_shader = gl.createShader(gl.VERTEX_SHADER),
|
||||
fragment_shader = gl.createShader(gl.FRAGMENT_SHADER),
|
||||
program = gl.createProgram();
|
||||
|
||||
gl.shaderSource(vertex_shader,
|
||||
document.getElementById('vertex_shader').textContent);
|
||||
gl.shaderSource(fragment_shader,
|
||||
document.getElementById('fragment_shader').textContent);
|
||||
gl.compileShader(vertex_shader);
|
||||
gl.compileShader(fragment_shader);
|
||||
gl.attachShader(program, vertex_shader);
|
||||
gl.attachShader(program, fragment_shader);
|
||||
console.log(gl.getShaderInfoLog(vertex_shader));
|
||||
console.log(gl.getShaderInfoLog(fragment_shader));
|
||||
gl.linkProgram(program);
|
||||
gl.useProgram(program);
|
||||
|
||||
// Get the position from the fragment shader
|
||||
var position = gl.getAttribLocation(program, "a_position");
|
||||
var tex_position = gl.getAttribLocation(program, "a_texCoord");
|
||||
|
||||
var texture_coordinates = new Float32Array([
|
||||
0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
0.0, 1.0,
|
||||
1.0, 0.0,
|
||||
1.0, 1.0
|
||||
]);
|
||||
|
||||
var texture_buffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, texture_buffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, texture_coordinates, gl.STATIC_DRAW);
|
||||
gl.enableVertexAttribArray(tex_position);
|
||||
gl.vertexAttribPointer(tex_position, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
var square_data = new Float32Array([
|
||||
-0.5, 0.5, // top left
|
||||
0.5, 0.5, // top right
|
||||
-0.5, -0.5, // bottom left
|
||||
-0.5, -0.5, // bottom left
|
||||
0.5, 0.5, // top right
|
||||
0.5, -0.5 // bottom right
|
||||
]);
|
||||
|
||||
// Create a buffer for the square with the square
|
||||
// vertex data
|
||||
var square_buffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, square_buffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, square_data, gl.STATIC_DRAW);
|
||||
|
||||
gl.enableVertexAttribArray(position);
|
||||
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
// pass the first canvas as texture
|
||||
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas_without_context);
|
||||
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
console.log(gl.getError() == gl.NO_ERROR);
|
||||
</script>
|
||||
</html>
|
|
@ -0,0 +1,26 @@
|
|||
<!doctype html>
|
||||
<meta charset="utf-8">
|
||||
<title>WebGL texture test</title>
|
||||
<!--
|
||||
This test should show a 256x256 red square
|
||||
with a 128x128 white square embedded in the
|
||||
middle
|
||||
-->
|
||||
<style>
|
||||
html, body { margin: 0 }
|
||||
.a {
|
||||
width: 256px;
|
||||
height: 256px;
|
||||
background: red;
|
||||
position: relative;
|
||||
}
|
||||
.b {
|
||||
width: 128px;
|
||||
height: 128px;
|
||||
background: white;
|
||||
position: absolute;
|
||||
top: 64px;
|
||||
left: 64px;
|
||||
}
|
||||
</style>
|
||||
<div class="a"><div class="b"></div></div>
|
|
@ -0,0 +1,11 @@
|
|||
<!doctype html>
|
||||
<meta charset="utf-8">
|
||||
<title>WebGL texture test</title>
|
||||
<!--
|
||||
This test should show a 256x256 red square
|
||||
-->
|
||||
<style>
|
||||
html, body { margin: 0 }
|
||||
div { width: 256px; height: 256px; background: red; }
|
||||
</style>
|
||||
<div></div>
|
114
tests/wpt/mozilla/tests/mozilla/webgl/tex_image_2d_simple.html
Normal file
114
tests/wpt/mozilla/tests/mozilla/webgl/tex_image_2d_simple.html
Normal file
|
@ -0,0 +1,114 @@
|
|||
<!doctype html>
|
||||
<html class="reftest-wait">
|
||||
<meta charset="utf-8">
|
||||
<title>WebGL texture test</title>
|
||||
<!--
|
||||
This test should show a 256x256 rust logo
|
||||
-->
|
||||
<style>
|
||||
html, body { margin: 0 }
|
||||
</style>
|
||||
<canvas id="c" width="256" height="256"></canvas>
|
||||
<script id="vertex_shader" type="x-shader/x-vertex">
|
||||
precision mediump float;
|
||||
attribute vec2 a_texCoord;
|
||||
attribute vec2 a_position;
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(a_position, 0, 1);
|
||||
v_texCoord = a_texCoord;
|
||||
}
|
||||
</script>
|
||||
|
||||
<script id="fragment_shader" type="x-shader/x-fragment">
|
||||
precision mediump float;
|
||||
uniform sampler2D u_image;
|
||||
varying vec2 v_texCoord;
|
||||
void main() {
|
||||
gl_FragColor = texture2D(u_image, v_texCoord);
|
||||
}
|
||||
</script>
|
||||
<script>
|
||||
var gl = document.getElementById('c').getContext('webgl');
|
||||
|
||||
// Clear white
|
||||
gl.clearColor(1, 1, 1, 1);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
|
||||
// Create the program
|
||||
var vertex_shader = gl.createShader(gl.VERTEX_SHADER),
|
||||
fragment_shader = gl.createShader(gl.FRAGMENT_SHADER),
|
||||
program = gl.createProgram();
|
||||
|
||||
gl.shaderSource(vertex_shader,
|
||||
document.getElementById('vertex_shader').textContent);
|
||||
gl.shaderSource(fragment_shader,
|
||||
document.getElementById('fragment_shader').textContent);
|
||||
gl.compileShader(vertex_shader);
|
||||
gl.compileShader(fragment_shader);
|
||||
gl.attachShader(program, vertex_shader);
|
||||
gl.attachShader(program, fragment_shader);
|
||||
console.log(gl.getShaderInfoLog(vertex_shader));
|
||||
console.log(gl.getShaderInfoLog(fragment_shader));
|
||||
gl.linkProgram(program);
|
||||
gl.useProgram(program);
|
||||
|
||||
// Get the position from the fragment shader
|
||||
var position = gl.getAttribLocation(program, "a_position");
|
||||
var tex_position = gl.getAttribLocation(program, "a_texCoord");
|
||||
|
||||
var texture_coordinates = new Float32Array([
|
||||
0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
0.0, 1.0,
|
||||
1.0, 0.0,
|
||||
1.0, 1.0
|
||||
]);
|
||||
|
||||
var texture_buffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, texture_buffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, texture_coordinates, gl.STATIC_DRAW);
|
||||
gl.enableVertexAttribArray(tex_position);
|
||||
gl.vertexAttribPointer(tex_position, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
var square_data = new Float32Array([
|
||||
-1.0, 1.0, // top left
|
||||
1.0, 1.0, // top right
|
||||
-1.0, -1.0, // bottom left
|
||||
-1.0, -1.0, // bottom left
|
||||
1.0, 1.0, // top right
|
||||
1.0, -1.0 // bottom right
|
||||
]);
|
||||
|
||||
// Create a buffer for the square with the square
|
||||
// vertex data
|
||||
var square_buffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, square_buffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, square_data, gl.STATIC_DRAW);
|
||||
|
||||
gl.enableVertexAttribArray(position);
|
||||
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
// Load the texture and draw
|
||||
var image = new Image();
|
||||
image.width = image.height = 256;
|
||||
// Base-64 to allow the reftest to finish
|
||||
image.src = "img/rust-logo-256x256.png";
|
||||
|
||||
image.onload = function () {
|
||||
var tex = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex);
|
||||
|
||||
console.log(gl.getError() == gl.NO_ERROR);
|
||||
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
||||
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
document.documentElement.classList.remove("reftest-wait");
|
||||
}
|
||||
</script>
|
||||
</html>
|
|
@ -0,0 +1,10 @@
|
|||
<!doctype html>
|
||||
<meta charset="utf-8">
|
||||
<title>WebGL texture test</title>
|
||||
<!--
|
||||
This test should show a 256x256 rust logo
|
||||
-->
|
||||
<style>
|
||||
html, body { margin: 0 }
|
||||
</style>
|
||||
<img src="img/rust-logo-256x256.png">
|
Loading…
Add table
Add a link
Reference in a new issue