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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-float.html b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-float.html new file mode 100644 index 000000000..4df5e008b --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-float.html @@ -0,0 +1,291 @@ +<!-- + +/* +** 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> |