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
|
// Copyright 2018 The Emscripten Authors. All rights reserved.
// Emscripten is available under two separate licenses, the MIT license and the
// University of Illinois/NCSA Open Source License. Both these licenses can be
// found in the LICENSE file.
#define GL_GLEXT_PROTOTYPES
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <GLES3/gl3.h>
#include <stdio.h>
#include <stdlib.h>
#include <emscripten.h>
#include <emscripten/html5.h>
#include <assert.h>
#include <string>
#define GL_CALL( x ) \
{ \
x; \
GLenum error = glGetError(); \
if( error != GL_NO_ERROR ) { \
printf( "GL ERROR: %d, %s\n", (int)error, #x ); \
assert(false); \
} \
} \
int main()
{
EmscriptenWebGLContextAttributes attrs;
emscripten_webgl_init_context_attributes(&attrs);
attrs.enableExtensionsByDefault = 1;
attrs.majorVersion = 2;
attrs.minorVersion = 0;
EMSCRIPTEN_WEBGL_CONTEXT_HANDLE context = emscripten_webgl_create_context( "#canvas", &attrs );
if (!context)
{
printf("Skipped: WebGL 2 is not supported.\n");
return 0;
}
emscripten_webgl_make_context_current(context);
/* Two textures */
GLuint tex[2];
glGenTextures(2, tex);
/* Verify that unpack buffer binding is not used after the buffer gets destroyed */
glBindTexture(GL_TEXTURE_2D, tex[0]);
{
const int pixels[16] = {}; /* 4*1 all-black RGBA pixels */
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 4*4, pixels, GL_STATIC_DRAW);
/* This should use the unpack buffer */
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
glDeleteBuffers(1, &buffer);
/* This not anymore */
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
}
/* Verify that unpack buffer is used for compressed image upload as well */
const std::string exts = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
if(exts.find("WEBGL_compressed_texture_s3tc") != std::string::npos)
{
printf("WEBGL_compressed_texture_s3tc is supported, testing ...\n");
glBindTexture(GL_TEXTURE_2D, tex[1]);
const char pixels[8] = {}; /* 4*4 all-black S3TC DXT1 pixels */
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 8, pixels, GL_STATIC_DRAW);
/* This should all use the unpack buffer */
GL_CALL(glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, 8, nullptr));
GL_CALL(glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, nullptr));
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
/* This not anymore */
GL_CALL(glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixels));
glDeleteBuffers(1, &buffer);
}
else printf("WEBGL_compressed_texture_s3tc is NOT supported\n");
glDeleteTextures(2, tex);
return 0;
}
|