text: /*
  Copyright (c) 2019 The Khronos Group Inc.
  Use of this source code is governed by an MIT-style license that can be
  found in the LICENSE.txt file.
  */
  
  function generateTest(internalFormat, pixelFormat, pixelType, prologue, resourcePath, defaultContextVersion) {
      var wtu = WebGLTestUtils;
      var tiu = TexImageUtils;
      var gl = null;
      var successfullyParsed = false;
      var imgCanvas;
      var redColor = [255, 0, 0];
      var greenColor = [0, 255, 0];
      var blueColor = [0, 0, 255];
      var cyanColor = [0, 255, 255];
      var imageURLs = [resourcePath + "red-green.png",
                       resourcePath + "red-green-blue-cyan-4x4.png"];
  
      function init()
      {
          description('Verify texImage3D and texSubImage3D code paths taking image elements (' + internalFormat + '/' + pixelFormat + '/' + pixelType + ')');
  
          // Set the default context version while still allowing the webglVersion URL query string to override it.
          wtu.setDefault3DContextVersion(defaultContextVersion);
          gl = wtu.create3DContext("example");
  
          if (!prologue(gl)) {
              finishTest();
              return;
          }
  
          switch (gl[pixelFormat]) {
          case gl.RED:
          case gl.RED_INTEGER:
            greenColor = [0, 0, 0];
            blueColor = [0, 0, 0];
            cyanColor = [0, 0, 0];
            break;
  
          case gl.RG:
          case gl.RG_INTEGER:
            blueColor = [0, 0, 0];
            cyanColor = [0, 255, 0];
            break;
  
          default:
            break;
          }
  
          gl.clearColor(0,0,0,1);
          gl.clearDepth(1);
  
          wtu.loadImagesAsync(imageURLs, runTest);
      }
  
      function uploadImageToTexture(image, useTexSubImage3D, flipY, bindingTarget,
                                    depth, sourceSubRectangle, unpackImageHeight)
      {
          gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
          // Disable any writes to the alpha channel
          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);
          gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
          gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
          gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE);
          // Set up pixel store parameters
          gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
          gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
          gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
          var uploadWidth = image.width;
          var uploadHeight = image.height;
          if (sourceSubRectangle) {
              gl.pixelStorei(gl.UNPACK_SKIP_PIXELS, sourceSubRectangle[0]);
              gl.pixelStorei(gl.UNPACK_SKIP_ROWS, sourceSubRectangle[1]);
              uploadWidth = sourceSubRectangle[2];
              uploadHeight = sourceSubRectangle[3];
          }
          if (unpackImageHeight) {
              gl.pixelStorei(gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight);
          }
          // Upload the image into the texture
          if (useTexSubImage3D) {
              // Initialize the texture to black first
              gl.texImage3D(bindingTarget, 0, gl[internalFormat], uploadWidth, uploadHeight, depth, 0,
                            gl[pixelFormat], gl[pixelType], null);
              gl.texSubImage3D(bindingTarget, 0, 0, 0, 0, uploadWidth, uploadHeight, depth,
                               gl[pixelFormat], gl[pixelType], image);
          } else {
              gl.texImage3D(bindingTarget, 0, gl[internalFormat], uploadWidth, uploadHeight, depth, 0,
                            gl[pixelFormat], gl[pixelType], image);
          }
          gl.pixelStorei(gl.UNPACK_SKIP_PIXELS, 0);
          gl.pixelStorei(gl.UNPACK_SKIP_ROWS, 0);
          gl.pixelStorei(gl.UNPACK_IMAGE_HEIGHT, 0);
          wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors from texture upload");
      }
  
      function runRedGreenTest(image) {
          function runOneIteration(image, useTexSubImage3D, flipY, bindingTarget, topColor, bottomColor, program)
          {
              debug('Testing ' + (useTexSubImage3D ? 'texSubImage3D' : 'texImage3D') +
                    ' with flipY=' + flipY + ' bindingTarget=' +
                    (bindingTarget == gl.TEXTURE_3D ? 'TEXTURE_3D' : 'TEXTURE_2D_ARRAY'));
  
              uploadImageToTexture(image, useTexSubImage3D, flipY, bindingTarget, 1);
  
              // Draw the triangles
              wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
              // Check a few pixels near the top and bottom and make sure they have
              // the right color.
              debug("Checking lower left corner");
              wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor,
                                  "shouldBe " + bottomColor);
              debug("Checking upper left corner");
              wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor,
                                  "shouldBe " + topColor);
          }
  
          var cases = [
              { sub: false, flipY: true, topColor: redColor, bottomColor: greenColor },
              { sub: false, flipY: false, topColor: greenColor, bottomColor: redColor },
              { sub: true, flipY: true, topColor: redColor, bottomColor: greenColor },
              { sub: true, flipY: false, topColor: greenColor, bottomColor: redColor },
          ];
  
          var program = tiu.setupTexturedQuadWith3D(gl, internalFormat);
          for (var i in cases) {
              runOneIteration(image, cases[i].sub, cases[i].flipY, gl.TEXTURE_3D,
                              cases[i].topColor, cases[i].bottomColor, program);
          }
          program = tiu.setupTexturedQuadWith2DArray(gl, internalFormat);
          for (var i in cases) {
              runOneIteration(image, cases[i].sub, cases[i].flipY, gl.TEXTURE_2D_ARRAY,
                              cases[i].topColor, cases[i].bottomColor, program);
          }
      }
  
      function runRedGreenBlueCyanTest(image) {
          function runOneIteration(image, useTexSubImage3D, flipY, bindingTarget,
                                   depth, sourceSubRectangle, unpackImageHeight,
                                   rTextureCoord, topColor, bottomColor, program)
          {
              sourceSubRectangleString = '';
              if (sourceSubRectangle) {
                  sourceSubRectangleString = ' sourceSubRectangle=' + sourceSubRectangle;
              }
              unpackImageHeightString = '';
              if (unpackImageHeight) {
                  unpackImageHeightString = ' unpackImageHeight=' + unpackImageHeight;
              }
              debug('Testing ' + (useTexSubImage3D ? 'texSubImage3D' : 'texImage3D') +
                    ' with flipY=' + flipY + ' bindingTarget=' +
                    (bindingTarget == gl.TEXTURE_3D ? 'TEXTURE_3D' : 'TEXTURE_2D_ARRAY') +
                    sourceSubRectangleString + ' depth=' + depth + unpackImageHeightString +
                    ' rTextureCoord=' + rTextureCoord);
  
              uploadImageToTexture(image, useTexSubImage3D, flipY, bindingTarget,
                                   depth, sourceSubRectangle, unpackImageHeight);
              var rCoordLocation = gl.getUniformLocation(program, 'uRCoord');
              if (!rCoordLocation) {
                  testFailed('Shader incorrectly set up; couldn\'t find uRCoord uniform');
                  return;
              }
              gl.uniform1f(rCoordLocation, rTextureCoord);
  
              // Draw the triangles
              wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
              // Check a few pixels near the top and bottom and make sure they have
              // the right color.
              debug("Checking lower left corner");
              wtu.checkCanvasRect(gl, 4, 4, 2, 2, bottomColor,
                                  "shouldBe " + bottomColor);
              debug("Checking upper left corner");
              wtu.checkCanvasRect(gl, 4, gl.canvas.height - 8, 2, 2, topColor,
                                  "shouldBe " + topColor);
          }
  
          var cases = [
              // No UNPACK_IMAGE_HEIGHT specified.
              { flipY: false, sourceSubRectangle: [0, 0, 2, 2], depth: 2, rTextureCoord: 0.0,
                topColor: redColor, bottomColor: redColor },
              { flipY: false, sourceSubRectangle: [0, 0, 2, 2], depth: 2, rTextureCoord: 1.0,
                topColor: blueColor, bottomColor: blueColor },
              { flipY: true, sourceSubRectangle: [0, 0, 2, 2], depth: 2, rTextureCoord: 0.0,
                topColor: blueColor, bottomColor: blueColor },
              { flipY: true, sourceSubRectangle: [0, 0, 2, 2], depth: 2, rTextureCoord: 1.0,
                topColor: redColor, bottomColor: redColor },
              { flipY: false, sourceSubRectangle: [2, 0, 2, 2], depth: 2, rTextureCoord: 0.0,
                topColor: greenColor, bottomColor: greenColor },
              { flipY: false, sourceSubRectangle: [2, 0, 2, 2], depth: 2, rTextureCoord: 1.0,
                topColor: cyanColor, bottomColor: cyanColor },
              { flipY: true, sourceSubRectangle: [2, 0, 2, 2], depth: 2, rTextureCoord: 0.0,
                topColor: cyanColor, bottomColor: cyanColor },
              { flipY: true, sourceSubRectangle: [2, 0, 2, 2], depth: 2, rTextureCoord: 1.0,
                topColor: greenColor, bottomColor: greenColor },
  
              // Use UNPACK_IMAGE_HEIGHT to skip some pixels.
              { flipY: false, sourceSubRectangle: [0, 0, 1, 1], depth: 2, unpackImageHeight: 2, rTextureCoord: 0.0,
                topColor: redColor, bottomColor: redColor },
              { flipY: false, sourceSubRectangle: [0, 0, 1, 1], depth: 2, unpackImageHeight: 2, rTextureCoord: 1.0,
                topColor: blueColor, bottomColor: blueColor },
              { flipY: true, sourceSubRectangle: [0, 0, 1, 1], depth: 2, unpackImageHeight: 2, rTextureCoord: 0.0,
                topColor: blueColor, bottomColor: blueColor },
              { flipY: true, sourceSubRectangle: [0, 0, 1, 1], depth: 2, unpackImageHeight: 2, rTextureCoord: 1.0,
                topColor: redColor, bottomColor: redColor },
              { flipY: false, sourceSubRectangle: [2, 0, 1, 1], depth: 2, unpackImageHeight: 2, rTextureCoord: 0.0,
                topColor: greenColor, bottomColor: greenColor },
              { flipY: false, sourceSubRectangle: [2, 0, 1, 1], depth: 2, unpackImageHeight: 2, rTextureCoord: 1.0,
                topColor: cyanColor, bottomColor: cyanColor },
              { flipY: true, sourceSubRectangle: [2, 0, 1, 1], depth: 2, unpackImageHeight: 2, rTextureCoord: 0.0,
                topColor: cyanColor, bottomColor: cyanColor },
              { flipY: true, sourceSubRectangle: [2, 0, 1, 1], depth: 2, unpackImageHeight: 2, rTextureCoord: 1.0,
                topColor: greenColor, bottomColor: greenColor },
          ];
  
          var program = tiu.setupTexturedQuadWith3D(gl, internalFormat);
          for (var i in cases) {
              runOneIteration(image, false, cases[i].flipY, gl.TEXTURE_3D,
                              cases[i].depth, cases[i].sourceSubRectangle,
                              cases[i].unpackImageHeight, cases[i].rTextureCoord,
                              cases[i].topColor, cases[i].bottomColor,
                              program);
              runOneIteration(image, true, cases[i].flipY, gl.TEXTURE_3D,
                              cases[i].depth, cases[i].sourceSubRectangle,
                              cases[i].unpackImageHeight, cases[i].rTextureCoord,
                              cases[i].topColor, cases[i].bottomColor,
                              program);
          }
  
          program = tiu.setupTexturedQuadWith2DArray(gl, internalFormat);
          for (var i in cases) {
              runOneIteration(image, false, cases[i].flipY, gl.TEXTURE_2D_ARRAY,
                              cases[i].depth, cases[i].sourceSubRectangle,
                              cases[i].unpackImageHeight, cases[i].rTextureCoord,
                              cases[i].topColor, cases[i].bottomColor,
                              program);
              runOneIteration(image, true, cases[i].flipY, gl.TEXTURE_2D_ARRAY,
                              cases[i].depth, cases[i].sourceSubRectangle,
                              cases[i].unpackImageHeight, cases[i].rTextureCoord,
                              cases[i].topColor, cases[i].bottomColor,
                              program);
          }
      }
  
      function runTest(imageMap)
      {
          runRedGreenTest(imageMap[imageURLs[0]]);
          runRedGreenBlueCyanTest(imageMap[imageURLs[1]]);
          wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
          finishTest();
      }
  
      return init;
  }
  