blob: fb3b5d43f838baa83bf6f002ad9d020e3c716096 [file] [log] [blame]
<!DOCTYPE html>
<html>
<head>
<script src="./resources/webgl-test-utils-full.js"></script>
<script src="./resources/tex-image-and-sub-image-utils.js"></script>
<script src="../../../resources/js-test.js"></script>
</head>
<script id='myWorker' type='text/worker'>
self.onmessage = function(e) {
var canvas = new OffscreenCanvas(128, 128);
var gl = canvas.getContext('webgl');
gl.clearColor(1.0, 1.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
var image = canvas.transferToImageBitmap();
self.postMessage({bitmap: image}, [image]);
};
</script>
<script>
window.jsTestIsAsync = true;
var wtu = WebGLTestUtils;
var tiu = TexImageUtils;
var internalFormat = "RGBA";
var pixelFormat = "RGBA";
var pixelType = "UNSIGNED_BYTE";
var blob = new Blob([document.getElementById('myWorker').textContent]);
var worker = new Worker(URL.createObjectURL(blob));
var bitmap;
var canvas = document.createElement("canvas");
canvas.width = 128;
canvas.height = 128;
var ctx = canvas.getContext('bitmaprenderer');
var width = 32;
var height = 32;
var canvas2d = document.createElement("canvas");
canvas2d.width = width;
canvas2d.height = height;
var gl = canvas2d.getContext('webgl');
gl.clearColor(0,0,0,1);
gl.clearDepth(1);
gl.disable(gl.BLEND);
function checkCanvas(buf, width, height)
{
for (var i = 0; i < width * height; i++) {
if (buf[i * 4] != 255 || buf[i * 4 + 1] != 255 ||
buf[i * 4 + 2] != 0 || buf[i * 4 + 3] != 255) {
testFailed("This pixel should be red, but it is: [" + buf[i * 4] + ", " +
buf[i * 4 + 1] + ", " + buf[i * 4 + 2] + ", " + buf[i * 4 + 3] + "].");
finishJSTest();
}
}
}
function runTestOnBindingTarget(bindingTarget, program, bitmap)
{
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Enable writes to the RGBA channels
gl.colorMask(1, 1, 1, 0);
var texture = gl.createTexture();
// Bind the texture to texture unit 0
gl.bindTexture(bindingTarget, texture);
// Set up texture parameters
gl.texParameteri(bindingTarget, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(bindingTarget, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
var targets = [gl.TEXTURE_2D];
// Upload the image into the texture
for (var tt = 0; tt < targets.length; ++tt) {
gl.texImage2D(targets[tt], 0, gl[internalFormat], gl[pixelFormat], gl[pixelType], bitmap);
}
for (var tt = 0; tt < targets.length; ++tt) {
// Draw the triangles
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
var buf = new Uint8Array(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
checkCanvas(buf, width, height);
}
}
worker.onmessage = function(msg) {
bitmap = msg.data.bitmap;
var program = tiu.setupTexturedQuad(gl, internalFormat);
runTestOnBindingTarget(gl.TEXTURE_2D, program, bitmap);
testPassed("This test passed");
finishJSTest();
}
worker.postMessage("");
</script>
</html>