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webgl: finish, flush, detachShader, generateMipmap, Uniform1i
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parent
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commit
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14 changed files with 634 additions and 12 deletions
BIN
tests/html/rust-power-of-two.png
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tests/html/rust-power-of-two.png
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tests/html/test_webgl_texture_mipmaps.html
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tests/html/test_webgl_texture_mipmaps.html
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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 Texture Mipmap</title>
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</head>
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<body>
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<div style="text-align: center">
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SE<canvas id="canvas" width="128" height="128"></canvas>VO
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</div>
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<script id="vertexshader" type="x-shader">
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attribute vec2 aVertexPosition;
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attribute vec2 aTextureCoord;
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varying vec2 vTextureCoord;
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uniform float uTime;
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void main() {
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vTextureCoord = aTextureCoord;
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mat4 rotMat = mat4(sin(uTime), 0.0, 0.0, 0.0,
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0.0, sin(uTime), 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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gl_Position = rotMat * vec4(aVertexPosition, 0.0, 1.0);
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}
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</script>
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<script id="fragmentshader" type="x-shader">
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform sampler2D uSampler;
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void main() {
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gl_FragColor = texture2D(uSampler, vTextureCoord);
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}
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</script>
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<script type="text/javascript">
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var canvas;
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function initWebGL()
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{
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canvas = document.getElementById("canvas");
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var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
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if (!gl) return null; // can't initialize WebGL
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return gl;
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}
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var gl = initWebGL();
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// Setup Shaders:
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var v = document.getElementById("vertexshader").firstChild.nodeValue;
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var f = document.getElementById("fragmentshader").firstChild.nodeValue;
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var vs = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vs, v);
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gl.compileShader(vs);
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if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) {
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console.log(gl.getShaderInfoLog(vs));
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}
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var fs = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fs, f);
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gl.compileShader(fs);
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if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
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console.log(gl.getShaderInfoLog(fs));
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}
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program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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console.log(gl.getProgramInfoLog(program));
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}
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gl.useProgram(program);
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program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
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gl.enableVertexAttribArray(program.aVertexPosition);
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program.aTextureCoord = gl.getAttribLocation(program, "aTextureCoord");
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gl.enableVertexAttribArray(program.aTextureCoord);
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var rustTexture = gl.createTexture();
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var rustImage = new Image();
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rustImage.onload = function() { handleTextureLoaded(rustImage, rustTexture); }
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rustImage.src = "rust-power-of-two.png";
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// Setup Geometry
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var vertices = new Float32Array([
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-1.0, -1.0,
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-1.0, 1.0,
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1.0, -1.0,
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1.0, 1.0 // Square-Coordinates
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]);
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var textureCoords = new Float32Array([
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0.0, 0.0,
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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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vbuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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uvbuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, uvbuffer);
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gl.bufferData(gl.ARRAY_BUFFER, textureCoords, gl.STATIC_DRAW);
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itemSize = 2; // we have 2 coordinates (x,y)
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numItems = vertices.length / itemSize; // number of vertices
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// Viewport
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gl.viewport(0, 0, canvas.width, canvas.height);
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program.time = gl.getUniformLocation(program, "uTime");
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var start_time = new Date().getTime() / 1000;
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setInterval(function () {
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gl.clearColor(1, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Draw
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gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
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gl.vertexAttribPointer(program.aVertexPosition, itemSize, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, uvbuffer);
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gl.vertexAttribPointer(program.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, rustTexture);
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var dt = new Date().getTime() / 1000 - start_time;
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gl.uniform1f(program.time, dt);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, numItems);
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}, 15);
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function handleTextureLoaded(image, texture) {
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console.log("handleTextureLoaded, image = " + image);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
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gl.generateMipmap(gl.TEXTURE_2D);
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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</script>
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</body>
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</html>
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@ -5635,6 +5635,18 @@
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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_mipmap.html": [
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{
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"path": "mozilla/webgl/tex_image_2d_mipmap.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_mipmap.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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"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_mipmap.html": [
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{
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"path": "mozilla/webgl/tex_image_2d_mipmap.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_mipmap.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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116
tests/wpt/mozilla/tests/mozilla/webgl/tex_image_2d_mipmap.html
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116
tests/wpt/mozilla/tests/mozilla/webgl/tex_image_2d_mipmap.html
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<!doctype html>
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<html class="reftest-wait">
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<link rel="match" href="tex_image_2d_simple_ref.html"></link>
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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 rust logo
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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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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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// Load the texture and draw
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var image = new Image();
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image.width = image.height = 256;
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// Base-64 to allow the reftest to finish
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image.src = "img/rust-logo-256x256.png";
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image.onload = function () {
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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console.log(gl.getError() == gl.NO_ERROR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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gl.generateMipmap(gl.TEXTURE_2D);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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document.documentElement.classList.remove("reftest-wait");
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}
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</script>
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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 texture test</title>
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<!--
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This test should show a 256x256 rust logo
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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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<img src="img/rust-logo-256x256.png">
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