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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-half-float.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-half-float.html b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-half-float.html new file mode 100644 index 000000000..a676c8ab3 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-half-float.html @@ -0,0 +1,496 @@ +<!-- + +/* +** 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> |