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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Canvas Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<canvas id="canvas2d" width="40" height="40"> </canvas>
<script>
"use strict";
description("This test ensures WebGL implementations interact correctly with the canvas tag.");
debug("");
debug("Canvas.getContext");
var err;
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var canvas2d = document.getElementById("canvas2d");
var ctx2d = canvas2d.getContext("2d");
var gl = wtu.create3DContext(canvas);
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("Checking canvas and WebGL interaction");
// Check that a canvas with no width or height is 300x150 pixels
shouldBe('canvas.width', '300');
shouldBe('canvas.height', '150');
// Check get a 4 value gl parameter as a csv string.
var getValue4v = function(name) {
var v = gl.getParameter(name);
var result = '' +
v[0] + ',' +
v[1] + ',' +
v[2] + ',' +
v[3];
return result;
}
var getViewport = function() {
return getValue4v(gl.VIEWPORT);
}
var getClearColor = function() {
return getValue4v(gl.COLOR_CLEAR_VALUE);
}
var isAboutEqual = function(a, b) {
return Math.abs(a - b) < 0.01;
}
var isAboutEqualInt = function(a, b) {
return Math.abs(a - b) < 3;
}
var checkCanvasContentIs = function(r3d,g3d,b3d,a3d) {
var r2d;
var g2d;
var b2d;
var a2d;
var checkPixel = function(x, y, r3d,g3d,b3d,a3d) {
var offset = (y * 40 + x) * 4;
r2d = imgData.data[offset];
g2d = imgData.data[offset + 1];
b2d = imgData.data[offset + 2];
a2d = imgData.data[offset + 3];
//debug('' + x + ', ' + y + "(" + offset + ") = " + r2d + ", " + g2d + ", " + b2d + ", " + a2d);
return isAboutEqualInt(r2d, r3d) &&
isAboutEqualInt(g2d, g3d) &&
isAboutEqualInt(b2d, b3d) &&
isAboutEqualInt(a2d, a3d);
}
var checkPixels = function(r3d,g3d,b3d,a3d) {
return checkPixel(0, 0, r3d, g3d, b3d, a3d) &&
checkPixel(0, 39, r3d, g3d, b3d, a3d) &&
checkPixel(39, 0, r3d, g3d, b3d, a3d) &&
checkPixel(39, 39, r3d, g3d, b3d, a3d) &&
checkPixel(0, 0, r3d, g3d, b3d, a3d);
};
// Set to just take the color from the 3d canvas
ctx2d.globalCompositeOperation = 'copy';
// fill 2d canvas with orange
ctx2d.fillStyle = "rgb(255,192,128)";
ctx2d.fillRect (0, 0, 40, 40);
// get the image data
var imgData = ctx2d.getImageData(0, 0, 40, 40);
// check it got cleared.
if (!checkPixels(255, 192, 128, 255)) {
testFailed("unable to fill 2d context.");
return;
}
// draw 3d canvas on top.
ctx2d.drawImage(canvas, 0,0, 40, 40);
// get the image data
var imgData = ctx2d.getImageData(0, 0, 40, 40);
// Check it's the expected color.
if (!checkPixels(r3d, g3d, b3d, a3d)) {
testFailed("pixels are " + r2d + "," + g2d + "," + b2d + "," + a2d +
" expected " + r3d + "," + g3d + "," + b3d + "," + a3d);
} else {
testPassed("pixels are " + r3d + "," + g3d + "," + b3d + "," + a3d);
}
}
checkCanvasContentIs(0, 0, 0, 0);
shouldBe('getViewport()', '"0,0,300,150"');
// Change the display size of the canvas and check
// the viewport size does not change.
debug("");
debug("change display size of canvas and see that viewport does not change");
canvas.style.width = "100px";
canvas.style.height = "25px";
var intervalId;
intervalId = window.setInterval(function() {
if (canvas.clientWidth == 100 &&
canvas.clientHeight == 25) {
window.clearInterval(intervalId);
shouldBe('getViewport()', '"0,0,300,150"');
shouldBe('canvas.width', '300');
shouldBe('canvas.height', '150');
// Change the actual size of the canvas
// Check that the viewport does not change.
// Check that the clear color does not change.
// Check that the color mask does not change.
debug("");
debug("change the actual size of the canvas and see that the viewport does not change");
gl.clearColor(0.25, 0.5, 0.75, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
checkCanvasContentIs(64, 128, 192, 255);
gl.colorMask(0,0,0,0);
glErrorShouldBe(gl, gl.NO_ERROR, "No GL errors before resizing the canvas");
canvas.width = 400;
canvas.height = 10;
err = gl.getError();
// Some implementations might lost the context when resizing
if (err != gl.CONTEXT_LOST_WEBGL) {
shouldBe("err", "gl.NO_ERROR");
var v = gl.getParameter(gl.COLOR_CLEAR_VALUE);
assertMsg(isAboutEqual(v[0], 0.25) &&
isAboutEqual(v[1], 0.5) &&
isAboutEqual(v[2], 0.75) &&
isAboutEqual(v[3], 1),
"gl.clearColor should not change after canvas resize");
v = gl.getParameter(gl.COLOR_WRITEMASK);
assertMsg(isAboutEqual(v[0], 0) &&
isAboutEqual(v[1], 0) &&
isAboutEqual(v[2], 0) &&
isAboutEqual(v[3], 0),
"gl.colorMask should not change after canvas resize");
shouldBe('getViewport()', '"0,0,300,150"');
checkCanvasContentIs(0, 0, 0, 0);
}
debug("");
finishTest();
}
}, 1000/30);
}
</script>
</body>
</html>