<!-- /* ** 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>