summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-float.html
blob: 4df5e008b1a36cb59c63c7489e09a15ae1aee682 (plain)
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
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
<!--

/*
** Copyright (c) 2012 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_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>
<div id="console"></div>
<!-- Shaders for testing floating-point textures -->
<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 floating-point render targets -->
<script id="positionVertexShader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<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 the OES_texture_float extension, if it is available.");

debug("");

var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas);

if (!gl) {
  testFailed("WebGL context does not exist");
} else {
  testPassed("WebGL context exists");

  var texturedShaders = [
      wtu.simpleTextureVertexShader,
      "testFragmentShader"
  ];
  var testProgram =
      wtu.setupProgram(gl,
                       texturedShaders,
                       ['vPosition', 'texCoord0'],
                       [0, 1]);
  var quadParameters = wtu.setupUnitQuad(gl, 0, 1);

  // First verify that allocation of floating-point textures fails if
  // the extension has not been enabled yet.
  runTextureCreationTest(testProgram, false);

  if (!gl.getExtension("OES_texture_float")) {
      testPassed("No OES_texture_float support -- this is legal");
  } else {
      testPassed("Successfully enabled OES_texture_float extension");
      // If alpha value is missing from a texture it gets filled to 1 when sampling according to GLES2.0 table 3.12
      runTextureCreationTest(testProgram, true, gl.RGBA, 4, [10000, 10000, 10000, 10000]);
      runTextureCreationTest(testProgram, true, gl.RGB, 3, [10000, 10000, 10000, 1]);
      runTextureCreationTest(testProgram, true, gl.LUMINANCE, 1, [10000, 10000, 10000, 1]);
      runTextureCreationTest(testProgram, true, gl.ALPHA, 1, [0, 0, 0, 10000]);
      runTextureCreationTest(testProgram, true, gl.LUMINANCE_ALPHA, 2, [10000, 10000, 10000, 10000]);
      runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 0);
      runRenderTargetAndReadbackTest(testProgram, gl.RGB, 3, [10000, 10000, 10000, 1], 0);
      runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 1);
      runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 0.5);
      runUniqueObjectTest();
  }
}

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 checkRenderingResults()
{
    wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
}

function runTextureCreationTest(testProgram, extensionEnabled, opt_format, opt_numChannels, opt_subtractor)
{
    var format = opt_format || gl.RGBA;
    var numberOfChannels = opt_numChannels || 4;
    var expectFailure = !extensionEnabled;
    var subtractor = opt_subtractor || [10000, 10000, 10000, 10000];

    debug("");
    debug("testing format: " + wtu.glEnumToString(gl, format) +
          " expect:" + (extensionEnabled ? "success" : "failure"));

    var texture = allocateTexture();
    // Generate data.
    var width = 2;
    var height = 2;
    var data = new Float32Array(width * height * numberOfChannels);
    for (var ii = 0; ii < data.length; ++ii) {
        data[ii] = 10000;
    }
    gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, gl.FLOAT, data);
    if (expectFailure) {
        wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation must be disallowed if OES_texture_float isn't enabled");
        return;
    } else {
        wtu.glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
    }
    // Verify that the texture actually works for sampling and contains the expected data.
    gl.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor);
    wtu.clearAndDrawUnitQuad(gl);
    checkRenderingResults();

    // Check that linear fails.
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    wtu.clearAndDrawUnitQuad(gl);
    wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
}

function arrayToString(arr, size) {
    var mySize;
    if (!size)
        mySize = arr.length;
    else
        mySize = size;
    var out = "[";
    for (var ii = 0; ii < mySize; ++ii) {
    if (ii > 0) {
        out += ", ";
    }
    out += arr[ii];
    }
    return out + "]";
}

function runRenderTargetAndReadbackTest(testProgram, format, numberOfChannels, subtractor, texSubImageCover)
{
    var formatString = wtu.glEnumToString(gl, format);
    debug("");
    debug("testing floating-point " + formatString + " render target" + (texSubImageCover > 0 ? " after calling texSubImage" : ""));

    var texture = allocateTexture();
    var width = 2;
    var height = 2;
    gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, gl.FLOAT, null);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");

    // Try to use this texture as a 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_float extension to
    // support floating-point textures but not as attachments to framebuffer objects.
    if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
        debug("floating-point " + formatString + " render target not supported -- this is legal");
        return;
    }

    if (texSubImageCover > 0) {
        // Ensure that replacing the whole texture or a part of it with texSubImage2D doesn't affect renderability
        gl.bindTexture(gl.TEXTURE_2D, texture);
        var data = new Float32Array(width * height * numberOfChannels * texSubImageCover);
        gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height * texSubImageCover, format, gl.FLOAT, data);
        wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texSubImage2D should succeed if OES_texture_float is enabled");
        gl.bindTexture(gl.TEXTURE_2D, null);
        if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
            testFailed("render target support changed after calling texSubImage2D");
            return;
        }
    }

    var renderProgram =
        wtu.setupProgram(gl,
                         ["positionVertexShader", "floatingPointFragmentShader"],
                         ['vPosition'],
                         [0]);
    wtu.clearAndDrawUnitQuad(gl);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "rendering to floating-point texture should succeed");

    // Now sample from the floating-point texture and verify we got the correct values.
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.useProgram(testProgram);
    gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
    gl.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor);
    wtu.clearAndDrawUnitQuad(gl);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture should succeed");
    checkRenderingResults();

    // Finally, if the implementation supports floating-point readback, verify it.
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    var implFormat = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT);
    var implType = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "getParameter of IMPLEMENTATION_COLOR_READ_{FORMAT|TYPE} should succeed");
    if ((implFormat == gl.RGBA || implFormat == gl.RGB) && implType == gl.FLOAT) {
    debug("Checking readback of floating-point values");
    var arraySize = (implFormat == gl.RGBA) ? 4 : 3
    var buf = new Float32Array(arraySize);
    gl.readPixels(0, 0, 1, 1, implFormat, implType , buf);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "readPixels from floating-point renderbuffer should succeed");
    var ok = true;
    var tolerance = 8.0; // TODO: factor this out from both this test and the subtractor shader above.
    for (var ii = 0; ii < buf.length; ++ii) {
        if (Math.abs(buf[ii] - subtractor[ii]) > tolerance) {
        ok = false;
        break;
        }
    }
    if (ok) {
        testPassed("readPixels of float-type data from floating-point renderbuffer succeeded");
    } else {
        testFailed("readPixels of float-type data from floating-point renderbuffer failed: expected "
               + arrayToString(subtractor, arraySize) + ", got " + arrayToString(buf));
    }
    }
}

function runUniqueObjectTest()
{
    debug("");
    debug("Testing that getExtension() returns the same object each time");
    gl.getExtension("OES_texture_float").myProperty = 2;
    webglHarnessCollectGarbage();
    shouldBe('gl.getExtension("OES_texture_float").myProperty', '2');
}


debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>

</body>
</html>