1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
content / test / data / gpu / webcodecs / tex-image-2d.html [blame]
<!DOCTYPE html>
<!--
Take frames coming from various sources and render them to a canvas with
WebGLRenderingContext.texImage2D().
-->
<html>
<head>
<title>texImage2D() test</title>
<script src="webcodecs_common.js"></script>
<script id="fragment-shader" type="glsl">
uniform sampler2D tex;
void main(void) {
mediump vec2 coord = vec2(gl_FragCoord.x/640.0, 1.0 - (gl_FragCoord.y/480.0));
mediump vec4 sample = texture2D(tex, coord);
gl_FragColor = vec4(sample.r, sample.g, sample.b, 1.0);
}
</script>
<script id="vertex-shader" type="glsl">
attribute vec2 c;
void main(void) {
gl_Position=vec4(c, 0.0, 1.0);
}
</script>
<script type="text/javascript">
'use strict';
async function main(arg) {
const frames_to_draw = 5;
let source_type = arg.source_type;
let canvas = document.getElementById('display');
let source =
await createFrameSource(source_type, canvas.width, canvas.height);
TEST.log('Starting test with arguments: ' + JSON.stringify(arg));
if (!source) {
TEST.skip('Unsupported source: ' + source_type);
return;
}
var gl = canvas.getContext('webgl2');
gl.viewport(0, 0, canvas.width, canvas.height);
const vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, document.getElementById('vertex-shader').innerText);
gl.compileShader(vs);
const fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, document.getElementById('fragment-shader').innerText);
gl.compileShader(fs);
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
TEST.log(gl.getShaderInfoLog(fs));
}
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
gl.useProgram(program);
const vb = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vb);
gl.bufferData(
gl.ARRAY_BUFFER, new Float32Array([-1, 1, -1, -1, 1, -1, 1, 1]),
gl.STATIC_DRAW);
const coordLoc = gl.getAttribLocation(program, 'c');
gl.vertexAttribPointer(coordLoc, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(coordLoc);
gl.clearColor(1, 1, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
for (let i = 0; i < frames_to_draw; i++) {
let frame = await source.getNextFrame();
const format = gl.RGBA;
gl.texImage2D(gl.TEXTURE_2D, 0, format, format, gl.UNSIGNED_BYTE, frame);
gl.generateMipmap(gl.TEXTURE_2D);
const texLoc = gl.getUniformLocation(program, 'tex');
gl.uniform1i(texLoc, 0);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
gl.finish();
switch (source_type) {
case 'camera': {
if (arg.validate_camera_frames)
checkFourColorsFrame(gl, canvas.width, canvas.height, 5);
else
TEST.log("Skip render result validation");
break;
}
case 'offscreen':
case 'arraybuffer':
case 'capture': {
checkFourColorsFrame(gl, canvas.width, canvas.height, 5);
break;
}
case 'hw_decoder':
case 'sw_decoder': {
checkFourColorsFrame(gl, canvas.width, canvas.height, 15);
break;
}
default:
TEST.reportFailure("Unexpected frame source.");
}
frame.close();
await waitForNextFrame();
}
source.close();
TEST.log('Test completed');
}
addManualTestButton([{'source_type': 'offscreen'}]);
</script>
</head>
<body>
<div>
<canvas id='display' width="640" height="480"></canvas>
</div>
</body>
</html>