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