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+<!--
+
+/*
+** Copyright (c) 2013 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL OES_texture_half_float Conformance Tests</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
+<canvas id="canvas2d" style="width: 50px; height: 50px;"> </canvas>
+<div id="console"></div>
+<script id="testFragmentShader" type="x-shader/x-fragment">
+precision mediump float;
+uniform sampler2D tex;
+uniform vec4 subtractor;
+varying vec2 texCoord;
+void main()
+{
+ vec4 color = texture2D(tex, texCoord);
+ if (abs(color.r - subtractor.r) +
+ abs(color.g - subtractor.g) +
+ abs(color.b - subtractor.b) +
+ abs(color.a - subtractor.a) < 8.0) {
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ } else {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+}
+</script>
+<!-- Shaders for testing half-floating-point render targets -->
+<script id="floatingPointFragmentShader" type="x-shader/x-fragment">
+void main()
+{
+ gl_FragColor = vec4(10000.0, 10000.0, 10000.0, 10000.0);
+}
+</script>
+<script>
+"use strict"
+description("This test verifies the functionality of OES_texture_half_float with null/non-null ArrayBufferView");
+
+debug("");
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var colorCanvas = document.getElementById("canvas2d");
+colorCanvas.width = 2;
+colorCanvas.height = 2;
+var ctx = colorCanvas.getContext("2d");
+ctx.fillStyle = "rgb(255,0,0)";
+ctx.fillRect(0, 0, 2, 2);
+var gl = wtu.create3DContext(canvas);
+// This constant must be defined in order to run the texture creation test without the extension enabled.
+var halfFloatOESEnum = 0x8D61;
+var ext = null;
+
+if (!gl) {
+ testFailed("WebGL context does not exists");
+} else {
+ testPassed("WebGL context exists");
+
+ // Verify that allocation of texture fails if extension is not enabled
+ runTextureCreationTest(false);
+ ext = gl.getExtension("OES_texture_half_float")
+ if (!ext) {
+ testPassed("No OES_texture_half_float support. This is legal");
+ } else {
+ testPassed("Successfully enabled OES_texture_half_float extension");
+
+ var program = wtu.setupTexturedQuad(gl);
+
+ // Check if creation of texture succeed's with various formats and null ArrayBufferView
+ var formats = [
+ { format: gl.RGBA, expected: [255, 0, 0, 255], },
+ { format: gl.RGB, expected: [255, 0, 0, 255], },
+ { format: gl.LUMINANCE, expected: [255, 255, 255, 255], },
+ { format: gl.ALPHA, expected: [ 0, 0, 0, 255], },
+ { format: gl.LUMINANCE_ALPHA, expected: [255, 255, 255, 255], },
+ ];
+ formats.forEach(function(f) {
+ runTextureCreationTest(true, f.format, null, f.expected);
+ });
+
+ // Texture creation should fail when passed with non-null, non-Uint16 ArrayBufferView
+ formats.forEach(function(f) {
+ var width = 2;
+ var height = 2;
+ var format = f.format;
+
+ // Float32Array
+ var float32Data = new Float32Array(width * height * getNumberOfChannels(format));
+ for (var ii = 0; ii < float32Data.length; ii++) {
+ float32Data[ii] = 1000;
+ }
+ runTextureCreationTest(true, format, float32Data, null);
+
+ // Int16Array
+ var int16Data = new Int16Array(width * height * getNumberOfChannels(format));
+ for (var ii = 0; ii < int16Data.length; ii++) {
+ int16Data[ii] = 1000;
+ }
+ runTextureCreationTest(true, format, int16Data, null);
+ });
+
+ // Test that Uint16 encoded half float values can be used as texture data.
+
+ // First test that values in the 0-1 range can be written and read.
+ var halfFloatOneThird = 0x3555; // Half float 1/3
+ var uint16Formats = [
+ { format: gl.RGBA, expected: [85, 85, 85, 85], },
+ { format: gl.RGB, expected: [85, 85, 85, 255], },
+ { format: gl.LUMINANCE, expected: [85, 85, 85, 255], },
+ { format: gl.ALPHA, expected: [ 0, 0, 0, 85], },
+ { format: gl.LUMINANCE_ALPHA, expected: [85, 85, 85, 85], },
+ ];
+
+ uint16Formats.forEach(function(f) {
+ var width = 2;
+ var height = 2;
+ var format = f.format;
+
+ var uint16Data = new Uint16Array(width * height * getNumberOfChannels(format));
+ for (var ii = 0; ii < uint16Data.length; ii++) {
+ uint16Data[ii] = halfFloatOneThird;
+ }
+ runTextureCreationTest(true, format, uint16Data, f.expected);
+ });
+
+ // Next check that values outside the 0-1 range can be written.
+ var halfFloatTenK = 0x70E2; // Half float 10000
+ var uint16Formats2 = [
+ { format: gl.RGBA, subtractor: [10000, 10000, 10000, 10000], },
+ { format: gl.RGB, subtractor: [10000, 10000, 10000, 1], },
+ ];
+
+ uint16Formats2.forEach(function(f) {
+ var width = 2;
+ var height = 2;
+ var format = f.format;
+
+ var uint16Data = new Uint16Array(width * height * getNumberOfChannels(format));
+ for (var ii = 0; ii < uint16Data.length; ii++) {
+ uint16Data[ii] = halfFloatTenK;
+ }
+ runRenderTest(format, f.subtractor, uint16Data);
+ });
+
+ // Check if attaching texture as FBO target succeeds (Not mandatory)
+ runRenderTest(gl.RGBA, [10000, 10000, 10000, 10000], null);
+ runRenderTest(gl.RGB, [10000, 10000, 10000, 1], null);
+
+ runFramebufferTest();
+
+ // Check of getExtension() returns same object
+ runUniqueObjectTest();
+ }
+}
+
+function getNumberOfChannels(format)
+{
+ if (format == gl.RGBA)
+ return 4;
+ else if (format == gl.RGB)
+ return 3;
+ else if (format == gl.LUMINANCE || format == gl.ALPHA)
+ return 1;
+ else if (format == gl.LUMINANCE_ALPHA)
+ return 2;
+}
+
+function getFormatName(format)
+{
+ if (format == gl.RGBA)
+ return "RGBA";
+ else if (format == gl.RGB)
+ return "RGB";
+ else if (format == gl.LUMINANCE)
+ return "LUMINANCE";
+ else if (format == gl.ALPHA)
+ return "ALPHA";
+ else if (format == gl.LUMINANCE_ALPHA)
+ return "LUMINANCE_ALPHA";
+}
+
+function getTypeName(type) {
+ if (type === gl.UNSIGNED_BYTE)
+ return "UNSIGNED_BYTE";
+ else if (type === ext.HALF_FLOAT_OES)
+ return "HALF_FLOAT_OES";
+ else if (type === gl.UNSIGNED_SHORT_4_4_4_4)
+ return "UNSIGNED_SHORT_4_4_4_4";
+ else if (type === gl.UNSIGNED_SHORT_5_5_5_1)
+ return "UNSIGNED_SHORT_5_6_5";
+ else if (type === gl.FLOAT)
+ return "FLOAT";
+}
+
+function allocateTexture()
+{
+ var texture = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed");
+ return texture;
+}
+
+function runTextureCreationTest(extensionEnabled, opt_format, opt_data, opt_expected)
+{
+ var format = opt_format || gl.RGBA;
+ var data = opt_data || null;
+ var expectSuccess = true;
+
+ if (!extensionEnabled || !opt_expected)
+ expectSuccess = false;
+ debug("Testing texture creation with extension " + (extensionEnabled ? "enabled" : "disabled") +
+ ", format " + getFormatName(format) + ", and data " + (data ? "non-null" : "null") +
+ ". Expect " + (expectSuccess ? "Success" : "Failure"));
+
+ var texture = allocateTexture();
+ var width = 2;
+ var height = 2;
+ gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, halfFloatOESEnum, data);
+ if(!extensionEnabled) {
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "Half floating point texture must be disallowed if OES_texture_half_float isn't enabled");
+ return;
+ } else if (!opt_expected) {
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Half floating point texture allocation must be disallowed when ArrayBufferView is not-null and not-Uint16");
+ return;
+ } else {
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Half floating point texture allocation should succeed if OES_texture_half_float is enabled");
+
+ if (!data) {
+ gl.texImage2D(gl.TEXTURE_2D, 0, format, format, halfFloatOESEnum, colorCanvas);
+ }
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, opt_expected);
+ // Check that linear fails.
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 0, 0, 255], "should be black");
+ }
+
+}
+
+function checkRenderingResults()
+{
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
+}
+
+function runRenderTest(format, subtractor, data)
+{
+ var formatString = wtu.glEnumToString(gl, format);
+
+ debug("");
+
+ if (!data) {
+ debug("Testing half floating point " + formatString + " render target");
+ } else {
+ debug("Testing half floating point " + formatString + " from a Uint16Array");
+ }
+
+ var texture = allocateTexture();
+ var width = 2;
+ var height = 2;
+
+ gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, ext.HALF_FLOAT_OES, data);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Half floating point texture allocation should succeed if OES_texture_half_float is enabled");
+
+ if (!data) {
+ // Try to use this texture as render target
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+ gl.bindTexture(gl.TEXTURE_2D, null);
+
+ // It is legal for a WebGL implementation exposing the OES_texture_half_float extension to
+ // support half floating point textures but not as attachments to framebuffer objects.
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ debug("Half floating point render targets not supported -- this is legal");
+ return;
+ }
+
+ var renderProgram =
+ wtu.setupProgram(gl,
+ [wtu.simpleVertexShader, "floatingPointFragmentShader"],
+ ['vPosition'],
+ [0]);
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Rendering to half floating point texture should succeed");
+ }
+
+ // Now sample from the half floating-point texture and verify we got the correct values.
+ var texturedShaders = [
+ wtu.simpleTextureVertexShader,
+ "testFragmentShader"
+ ];
+ var testProgram =
+ wtu.setupProgram(gl,
+ [wtu.simpleTextureVertexShader, "testFragmentShader"],
+ ['vPosition', 'texCoord0'],
+ [0, 1]);
+ var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.useProgram(testProgram);
+ gl.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor);
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "rendering from half floating point texture should succeed");
+ checkRenderingResults();
+}
+
+function runUniqueObjectTest()
+{
+ debug("");
+ debug("Testing that getExtension() returns the same object each time");
+ ext = null;
+ gl.getExtension("OES_texture_half_float").myProperty = 2;
+ webglHarnessCollectGarbage();
+ shouldBe('gl.getExtension("OES_texture_half_float").myProperty', '2');
+}
+
+// Make sure we can call readPixels with the passed in arrayBufferConstructor and that the color
+// channels are the ones we expect. If there is a mismatch between the glType and arrayBuffer type,
+// fail the test.
+function verifyReadPixelsColors(red, green, blue, alpha, alphaRGB, glFormat, glType, arrayBufferConstructor) {
+ var typeName = getTypeName(glType);
+
+ debug(getFormatName(glFormat) + " framebuffer with " + typeName + " readback.");
+
+ var arrayBuffer = new arrayBufferConstructor(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "readPixels should return NO_ERROR when reading " + typeName + " data.");
+
+ assertMsg(arrayBuffer[0] === red, "Red channel should be " + red + " for " + typeName + " readPixels. Received: " + arrayBuffer[0]);
+ assertMsg(arrayBuffer[1] === green, "Green channel should be " + green + " for " + typeName + " readPixels. Received: " + arrayBuffer[1]);
+ assertMsg(arrayBuffer[2] === blue, "Blue channel should be " + blue + " for " + typeName + " readPixels. Received: " + arrayBuffer[2]);
+ if (glFormat === gl.RGBA) {
+ assertMsg(arrayBuffer[3] === alpha, "Alpha channel should be " + alpha + " for " + typeName + " readPixels. Received: " + arrayBuffer[3]);
+ } else if (glFormat === gl.RGB) {
+ assertMsg(arrayBuffer[3] === alphaRGB, "Alpha channel should be " + alphaRGB + " for " + typeName + " readPixels. Received: " + arrayBuffer[3]);
+ }
+
+ // Make sure any arrayBuffer types that are not equal to arrayBufferConstructor fail readPixels.
+ if (arrayBufferConstructor !== Uint8Array) {
+ arrayBuffer = new Uint8Array(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "readPixels should return INVALID_OPERATION when reading mismatched types. " + Uint8Array.toString());
+ }
+ if (arrayBufferConstructor !== Float32Array) {
+ arrayBuffer = new Float32Array(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "readPixels should return INVALID_OPERATION when reading mismatched types. " + Float32Array.toString());
+ }
+ if (arrayBufferConstructor !== Uint16Array) {
+ arrayBuffer = new Uint16Array(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "readPixels should return INVALID_OPERATION when reading mismatched types. " + Uint16Array.toString());
+ }
+}
+
+// Verify that half float textures attached to frame buffers function correctly with regard to framebuffer
+// completness, IMPLEMENTATION_COLOR_READ_FORMAT/TYPE and readPixels
+function runFramebufferTest() {
+ debug("");
+ debug("Framebuffer Tests");
+
+ var texture = allocateTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, ext.HALF_FLOAT_OES, null);
+
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ debug("Half floating point render targets not supported -- this is legal");
+ return;
+ }
+ debug("Ensure non-color-renderable formats [LUMINANCE, LUMINANCE_ALPHA, ALPHA] fail");
+ var arrayBufferFloatOutput = new Float32Array(4); // 4 color channels
+ [gl.LUMINANCE, gl.LUMINANCE_ALPHA, gl.ALPHA].forEach(function(badFormat) {
+ debug(getFormatName(badFormat) + " framebuffer");
+
+ gl.texImage2D(gl.TEXTURE_2D, 0, badFormat, 1, 1, 0, badFormat, ext.HALF_FLOAT_OES, null);
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
+
+ shouldBeNull("gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT)");
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "IMPLEMENTATION_COLOR_READ_FORMAT should fail for incomplete framebuffers.");
+
+ shouldBeNull("gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE)");
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "IMPLEMENTATION_COLOR_READ_TYPE should fail for incomplete framebuffers.");
+
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.FLOAT, arrayBufferFloatOutput);
+ wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION , "readPixels should fail on incomplete framebuffers.");
+ debug("");
+ });
+
+ debug("Ensure color renderable formats [RGBA, RGB] succeed.");
+ var arrayBufferHalfFloatInput = new Uint16Array(4); // 4 color channels
+ arrayBufferHalfFloatInput[0] = 0; // 0 in half float
+ arrayBufferHalfFloatInput[1] = 0x3400; // 0.25 in half float
+ arrayBufferHalfFloatInput[2] = 0x3800; // 0.50 in half float
+ arrayBufferHalfFloatInput[3] = 0x3A00; // 0.75 in half float
+
+ [gl.RGBA, gl.RGB].forEach(function(goodFormat) {
+ debug(getFormatName(goodFormat) + " framebuffer tests");
+ debug("");
+
+ gl.texImage2D(gl.TEXTURE_2D, 0, goodFormat, 1, 1, 0, goodFormat, ext.HALF_FLOAT_OES, arrayBufferHalfFloatInput);
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
+
+ // To avoid GPU idiosyncrasies, dispense with clearing or rendering to the texture. Go straight to readPixels.
+
+ // Per the OES_color_buffer_half_float, RGBA/FLOAT should always succeed for readPixels
+ verifyReadPixelsColors(
+ 0.00, // red
+ 0.25, // green
+ 0.50, // blue
+ 0.75, // alpha
+ 1.0, // alphaRGB
+ goodFormat,
+ gl.FLOAT,
+ Float32Array);
+
+ var implementationColorReadFormat = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT);
+ assertMsg(implementationColorReadFormat === gl.RGBA || implementationColorReadFormat === gl.RGB,
+ "IMPLEMENTATION_COLOR_READ_FORMAT should be color renderable: RGBA or RGB. Received: " + getFormatName(implementationColorReadFormat));
+
+ var implementationColorReadType = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE);
+
+ // There is nothing in the specifications that keeps the
+ // implementation color read format and type from being the
+ // same as the implicitly supported one. For this reason, keep
+ // gl.FLOAT as one of the valid options.
+ assertMsg(implementationColorReadType === gl.UNSIGNED_BYTE ||
+ implementationColorReadType === gl.FLOAT ||
+ implementationColorReadType === ext.HALF_FLOAT_OES ||
+ implementationColorReadType === gl.UNSIGNED_SHORT_4_4_4_4 ||
+ implementationColorReadType === gl.UNSIGNED_SHORT_5_5_5_1 ||
+ implementationColorReadType === gl.UNSIGNED_SHORT_5_6_5,
+ "IMPLEMENTATION_COLOR_READ_TYPE must be one of UNSIGNED_BYTE, UNSIGNED_SHORT_4_4_4_4, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_SHORT_5_6_5, FLOAT, or HALF_FLOAT_OES. " +
+ "Received: " + getTypeName(implementationColorReadType));
+
+ // Test the RGBA/HALF_FLOAT_OES combination
+ if (implementationColorReadFormat === gl.RGBA && implementationColorReadType === ext.HALF_FLOAT_OES) {
+ verifyReadPixelsColors(
+ 0, // red
+ 0x3400, // green
+ 0x3800, // blue
+ 0x3A00, // alpha
+ 0x3C00, // alphaRGB
+ goodFormat,
+ ext.HALF_FLOAT_OES,
+ Uint16Array);
+ }
+ debug("");
+ });
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>