content/canvas/test/webgl-conformance/conformance/extensions/oes-texture-float.html

Wed, 31 Dec 2014 06:55:46 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:55:46 +0100
changeset 1
ca08bd8f51b2
permissions
-rw-r--r--

Added tag TORBROWSER_REPLICA for changeset 6474c204b198

michael@0 1 <!--
michael@0 2 Copyright (c) 2011 The Chromium Authors. All rights reserved.
michael@0 3 Use of this source code is governed by a BSD-style license that can be
michael@0 4 found in the LICENSE file.
michael@0 5 -->
michael@0 6 <!DOCTYPE html>
michael@0 7 <html>
michael@0 8 <head>
michael@0 9 <meta charset="utf-8">
michael@0 10 <title>WebGL OES_texture_float Conformance Tests</title>
michael@0 11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
michael@0 12 <script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
michael@0 13 <script src="../../resources/js-test-pre.js"></script>
michael@0 14 <script src="../resources/webgl-test.js"></script>
michael@0 15 <script src="../resources/webgl-test-utils.js"></script>
michael@0 16 </head>
michael@0 17 <body>
michael@0 18 <div id="description"></div>
michael@0 19 <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
michael@0 20 <div id="console"></div>
michael@0 21 <!-- Shaders for testing floating-point textures -->
michael@0 22 <script id="testFragmentShader" type="x-shader/x-fragment">
michael@0 23 precision mediump float;
michael@0 24 uniform sampler2D tex;
michael@0 25 varying vec2 texCoord;
michael@0 26 void main()
michael@0 27 {
michael@0 28 vec4 color = texture2D(tex, texCoord);
michael@0 29 if (abs(color.r - 10000.0) +
michael@0 30 abs(color.g - 10000.0) +
michael@0 31 abs(color.b - 10000.0) +
michael@0 32 abs(color.a - 10000.0) < 8.0) {
michael@0 33 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
michael@0 34 } else {
michael@0 35 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
michael@0 36 }
michael@0 37 }
michael@0 38 </script>
michael@0 39 <!-- Shaders for testing floating-point render targets -->
michael@0 40 <script id="positionVertexShader" type="x-shader/x-vertex">
michael@0 41 attribute vec4 vPosition;
michael@0 42 void main()
michael@0 43 {
michael@0 44 gl_Position = vPosition;
michael@0 45 }
michael@0 46 </script>
michael@0 47 <script id="floatingPointFragmentShader" type="x-shader/x-fragment">
michael@0 48 void main()
michael@0 49 {
michael@0 50 gl_FragColor = vec4(10000.0, 10000.0, 10000.0, 10000.0);
michael@0 51 }
michael@0 52 </script>
michael@0 53 <script>
michael@0 54 description("This test verifies the functionality of the OES_texture_float extension, if it is available.");
michael@0 55
michael@0 56 debug("");
michael@0 57
michael@0 58 var wtu = WebGLTestUtils;
michael@0 59 var canvas = document.getElementById("canvas");
michael@0 60 var gl = create3DContext(canvas);
michael@0 61
michael@0 62 if (!gl) {
michael@0 63 testFailed("WebGL context does not exist");
michael@0 64 } else {
michael@0 65 testPassed("WebGL context exists");
michael@0 66
michael@0 67 var texturedShaders = [
michael@0 68 wtu.setupSimpleTextureVertexShader(gl),
michael@0 69 "testFragmentShader"
michael@0 70 ];
michael@0 71 var testProgram =
michael@0 72 wtu.setupProgram(gl,
michael@0 73 texturedShaders,
michael@0 74 ['vPosition', 'texCoord0'],
michael@0 75 [0, 1]);
michael@0 76 var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
michael@0 77
michael@0 78 // First verify that allocation of floating-point textures fails if
michael@0 79 // the extension has not been enabled yet.
michael@0 80 runTextureCreationTest(testProgram, false);
michael@0 81
michael@0 82 if (!gl.getExtension("OES_texture_float")) {
michael@0 83 testPassed("No OES_texture_float support -- this is legal");
michael@0 84 } else {
michael@0 85 testPassed("Successfully enabled OES_texture_float extension");
michael@0 86 runTextureCreationTest(testProgram, true);
michael@0 87 runRenderTargetTest(testProgram);
michael@0 88 runUniqueObjectTest();
michael@0 89 runReferenceCycleTest();
michael@0 90 }
michael@0 91 }
michael@0 92
michael@0 93 // Needs to be global for shouldBe to see it.
michael@0 94 var pixels;
michael@0 95
michael@0 96 function allocateTexture()
michael@0 97 {
michael@0 98 var texture = gl.createTexture();
michael@0 99 gl.bindTexture(gl.TEXTURE_2D, texture);
michael@0 100 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
michael@0 101 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
michael@0 102 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
michael@0 103 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
michael@0 104 glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed");
michael@0 105 return texture;
michael@0 106 }
michael@0 107
michael@0 108 function checkRenderingResults()
michael@0 109 {
michael@0 110 pixels = new Uint8Array(4);
michael@0 111 gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
michael@0 112 // Outputs green if OK, red if not.
michael@0 113 shouldBe("pixels[0]", "0");
michael@0 114 shouldBe("pixels[1]", "255");
michael@0 115 shouldBe("pixels[2]", "0");
michael@0 116 shouldBe("pixels[3]", "255");
michael@0 117 }
michael@0 118
michael@0 119 function runTextureCreationTest(testProgram, extensionEnabled)
michael@0 120 {
michael@0 121 var expectFailure = !extensionEnabled;
michael@0 122
michael@0 123 var texture = allocateTexture();
michael@0 124 // Generate data.
michael@0 125 var width = 2;
michael@0 126 var height = 2;
michael@0 127 var numberOfChannels = 4;
michael@0 128 var data = new Float32Array(width * height * numberOfChannels);
michael@0 129 for (var ii = 0; ii < data.length; ++ii) {
michael@0 130 data[ii] = 10000;
michael@0 131 }
michael@0 132 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, data);
michael@0 133 if (expectFailure) {
michael@0 134 glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation must be disallowed if OES_texture_float isn't enabled");
michael@0 135 return;
michael@0 136 } else {
michael@0 137 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
michael@0 138 }
michael@0 139 // Verify that the texture actually works for sampling and contains the expected data.
michael@0 140 gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
michael@0 141 wtu.drawQuad(gl);
michael@0 142 checkRenderingResults();
michael@0 143 }
michael@0 144
michael@0 145 function runRenderTargetTest(testProgram)
michael@0 146 {
michael@0 147 var texture = allocateTexture();
michael@0 148 var width = 2;
michael@0 149 var height = 2;
michael@0 150 var numberOfChannels = 4;
michael@0 151 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
michael@0 152 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
michael@0 153
michael@0 154 // Use this texture as a render target.
michael@0 155 var fbo = gl.createFramebuffer();
michael@0 156 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
michael@0 157 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
michael@0 158 gl.bindTexture(gl.TEXTURE_2D, null);
michael@0 159 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
michael@0 160 // While strictly speaking it is probably legal for a WebGL implementation to support
michael@0 161 // floating-point textures but not as attachments to framebuffer objects, any such
michael@0 162 // implementation is so poor that it arguably should not advertise support for the
michael@0 163 // OES_texture_float extension. For this reason the conformance test requires that the
michael@0 164 // framebuffer is complete here.
michael@0 165 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
michael@0 166 return;
michael@0 167
michael@0 168 var renderProgram =
michael@0 169 wtu.setupProgram(gl,
michael@0 170 ["positionVertexShader", "floatingPointFragmentShader"],
michael@0 171 ['vPosition'],
michael@0 172 [0]);
michael@0 173 wtu.drawQuad(gl);
michael@0 174 glErrorShouldBe(gl, gl.NO_ERROR, "rendering to floating-point texture should succeed");
michael@0 175
michael@0 176 // Now sample from the floating-point texture and verify we got the correct values.
michael@0 177 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
michael@0 178 gl.bindTexture(gl.TEXTURE_2D, texture);
michael@0 179 gl.useProgram(testProgram);
michael@0 180 gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
michael@0 181 wtu.drawQuad(gl);
michael@0 182 glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture should succeed");
michael@0 183 checkRenderingResults();
michael@0 184 }
michael@0 185
michael@0 186 function runUniqueObjectTest()
michael@0 187 {
michael@0 188 debug("Testing that getExtension() returns the same object each time");
michael@0 189 gl.getExtension("OES_texture_float").myProperty = 2;
michael@0 190 gc();
michael@0 191 shouldBe('gl.getExtension("OES_texture_float").myProperty', '2');
michael@0 192 }
michael@0 193
michael@0 194 function runReferenceCycleTest()
michael@0 195 {
michael@0 196 // create some reference cycles. The goal is to see if they cause leaks. The point is that
michael@0 197 // some browser test runners have instrumentation to detect leaked refcounted objects.
michael@0 198
michael@0 199 debug("Testing reference cycles between context and extension objects");
michael@0 200 var ext = gl.getExtension("OES_texture_float");
michael@0 201
michael@0 202 // create cycle between extension and context, since the context has to hold a reference to the extension
michael@0 203 ext.context = gl;
michael@0 204
michael@0 205 // create a self-cycle on the extension object
michael@0 206 ext.ext = ext;
michael@0 207 }
michael@0 208
michael@0 209 debug("");
michael@0 210 successfullyParsed = true;
michael@0 211 </script>
michael@0 212 <script>finishTest();</script>
michael@0 213
michael@0 214 </body>
michael@0 215 </html>

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