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

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/conformance/extensions/oes-texture-float.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,215 @@
     1.4 +<!--
     1.5 +Copyright (c) 2011 The Chromium Authors. All rights reserved.
     1.6 +Use of this source code is governed by a BSD-style license that can be
     1.7 +found in the LICENSE file.
     1.8 + -->
     1.9 +<!DOCTYPE html>
    1.10 +<html>
    1.11 +<head>
    1.12 +<meta charset="utf-8">
    1.13 +<title>WebGL OES_texture_float Conformance Tests</title>
    1.14 +<link rel="stylesheet" href="../../resources/js-test-style.css"/>
    1.15 +<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
    1.16 +<script src="../../resources/js-test-pre.js"></script>
    1.17 +<script src="../resources/webgl-test.js"></script>
    1.18 +<script src="../resources/webgl-test-utils.js"></script>
    1.19 +</head>
    1.20 +<body>
    1.21 +<div id="description"></div>
    1.22 +<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
    1.23 +<div id="console"></div>
    1.24 +<!-- Shaders for testing floating-point textures -->
    1.25 +<script id="testFragmentShader" type="x-shader/x-fragment">
    1.26 +precision mediump float;
    1.27 +uniform sampler2D tex;
    1.28 +varying vec2 texCoord;
    1.29 +void main()
    1.30 +{
    1.31 +    vec4 color = texture2D(tex, texCoord);
    1.32 +    if (abs(color.r - 10000.0) +
    1.33 +        abs(color.g - 10000.0) +
    1.34 +        abs(color.b - 10000.0) +
    1.35 +        abs(color.a - 10000.0) < 8.0) {
    1.36 +        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    1.37 +    } else {
    1.38 +        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    1.39 +    }
    1.40 +}
    1.41 +</script>
    1.42 +<!-- Shaders for testing floating-point render targets -->
    1.43 +<script id="positionVertexShader" type="x-shader/x-vertex">
    1.44 +attribute vec4 vPosition;
    1.45 +void main()
    1.46 +{
    1.47 +    gl_Position = vPosition;
    1.48 +}
    1.49 +</script>
    1.50 +<script id="floatingPointFragmentShader" type="x-shader/x-fragment">
    1.51 +void main()
    1.52 +{
    1.53 +    gl_FragColor = vec4(10000.0, 10000.0, 10000.0, 10000.0);
    1.54 +}
    1.55 +</script>
    1.56 +<script>
    1.57 +description("This test verifies the functionality of the OES_texture_float extension, if it is available.");
    1.58 +
    1.59 +debug("");
    1.60 +
    1.61 +var wtu = WebGLTestUtils;
    1.62 +var canvas = document.getElementById("canvas");
    1.63 +var gl = create3DContext(canvas);
    1.64 +
    1.65 +if (!gl) {
    1.66 +  testFailed("WebGL context does not exist");
    1.67 +} else {
    1.68 +  testPassed("WebGL context exists");
    1.69 +
    1.70 +  var texturedShaders = [
    1.71 +      wtu.setupSimpleTextureVertexShader(gl),
    1.72 +      "testFragmentShader"
    1.73 +  ];
    1.74 +  var testProgram =
    1.75 +      wtu.setupProgram(gl,
    1.76 +                       texturedShaders,
    1.77 +                       ['vPosition', 'texCoord0'],
    1.78 +                       [0, 1]);
    1.79 +  var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
    1.80 +
    1.81 +  // First verify that allocation of floating-point textures fails if
    1.82 +  // the extension has not been enabled yet.
    1.83 +  runTextureCreationTest(testProgram, false);
    1.84 +
    1.85 +  if (!gl.getExtension("OES_texture_float")) {
    1.86 +      testPassed("No OES_texture_float support -- this is legal");
    1.87 +  } else {
    1.88 +      testPassed("Successfully enabled OES_texture_float extension");
    1.89 +      runTextureCreationTest(testProgram, true);
    1.90 +      runRenderTargetTest(testProgram);
    1.91 +      runUniqueObjectTest();
    1.92 +      runReferenceCycleTest();
    1.93 +  }
    1.94 +}
    1.95 +
    1.96 +// Needs to be global for shouldBe to see it.
    1.97 +var pixels;
    1.98 +
    1.99 +function allocateTexture()
   1.100 +{
   1.101 +    var texture = gl.createTexture();
   1.102 +    gl.bindTexture(gl.TEXTURE_2D, texture);
   1.103 +    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
   1.104 +    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
   1.105 +    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
   1.106 +    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
   1.107 +    glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed");
   1.108 +    return texture;
   1.109 +}
   1.110 +
   1.111 +function checkRenderingResults()
   1.112 +{
   1.113 +    pixels = new Uint8Array(4);
   1.114 +    gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
   1.115 +    // Outputs green if OK, red if not.
   1.116 +    shouldBe("pixels[0]", "0");
   1.117 +    shouldBe("pixels[1]", "255");
   1.118 +    shouldBe("pixels[2]", "0");
   1.119 +    shouldBe("pixels[3]", "255");
   1.120 +}
   1.121 +
   1.122 +function runTextureCreationTest(testProgram, extensionEnabled)
   1.123 +{
   1.124 +    var expectFailure = !extensionEnabled;
   1.125 +
   1.126 +    var texture = allocateTexture();
   1.127 +    // Generate data.
   1.128 +    var width = 2;
   1.129 +    var height = 2;
   1.130 +    var numberOfChannels = 4;
   1.131 +    var data = new Float32Array(width * height * numberOfChannels);
   1.132 +    for (var ii = 0; ii < data.length; ++ii) {
   1.133 +        data[ii] = 10000;
   1.134 +    }
   1.135 +    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, data);
   1.136 +    if (expectFailure) {
   1.137 +        glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation must be disallowed if OES_texture_float isn't enabled");
   1.138 +        return;
   1.139 +    } else {
   1.140 +        glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
   1.141 +    }
   1.142 +    // Verify that the texture actually works for sampling and contains the expected data.
   1.143 +    gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
   1.144 +    wtu.drawQuad(gl);
   1.145 +    checkRenderingResults();
   1.146 +}
   1.147 +
   1.148 +function runRenderTargetTest(testProgram)
   1.149 +{
   1.150 +    var texture = allocateTexture();
   1.151 +    var width = 2;
   1.152 +    var height = 2;
   1.153 +    var numberOfChannels = 4;
   1.154 +    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
   1.155 +    glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
   1.156 +
   1.157 +    // Use this texture as a render target.
   1.158 +    var fbo = gl.createFramebuffer();
   1.159 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
   1.160 +    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
   1.161 +    gl.bindTexture(gl.TEXTURE_2D, null);
   1.162 +    shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
   1.163 +    // While strictly speaking it is probably legal for a WebGL implementation to support
   1.164 +    // floating-point textures but not as attachments to framebuffer objects, any such
   1.165 +    // implementation is so poor that it arguably should not advertise support for the
   1.166 +    // OES_texture_float extension. For this reason the conformance test requires that the
   1.167 +    // framebuffer is complete here.
   1.168 +    if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
   1.169 +        return;
   1.170 +
   1.171 +    var renderProgram =
   1.172 +        wtu.setupProgram(gl,
   1.173 +                         ["positionVertexShader", "floatingPointFragmentShader"],
   1.174 +                         ['vPosition'],
   1.175 +                         [0]);
   1.176 +    wtu.drawQuad(gl);
   1.177 +    glErrorShouldBe(gl, gl.NO_ERROR, "rendering to floating-point texture should succeed");
   1.178 +
   1.179 +    // Now sample from the floating-point texture and verify we got the correct values.
   1.180 +    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
   1.181 +    gl.bindTexture(gl.TEXTURE_2D, texture);
   1.182 +    gl.useProgram(testProgram);
   1.183 +    gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
   1.184 +    wtu.drawQuad(gl);
   1.185 +    glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture should succeed");
   1.186 +    checkRenderingResults();
   1.187 +}
   1.188 +
   1.189 +function runUniqueObjectTest()
   1.190 +{
   1.191 +    debug("Testing that getExtension() returns the same object each time");
   1.192 +    gl.getExtension("OES_texture_float").myProperty = 2;
   1.193 +    gc();
   1.194 +    shouldBe('gl.getExtension("OES_texture_float").myProperty', '2');
   1.195 +}
   1.196 +
   1.197 +function runReferenceCycleTest()
   1.198 +{
   1.199 +    // create some reference cycles. The goal is to see if they cause leaks. The point is that
   1.200 +    // some browser test runners have instrumentation to detect leaked refcounted objects.
   1.201 +
   1.202 +    debug("Testing reference cycles between context and extension objects");
   1.203 +    var ext = gl.getExtension("OES_texture_float");
   1.204 +
   1.205 +    // create cycle between extension and context, since the context has to hold a reference to the extension
   1.206 +    ext.context = gl;
   1.207 +
   1.208 +    // create a self-cycle on the extension object
   1.209 +    ext.ext = ext;
   1.210 +}
   1.211 +
   1.212 +debug("");
   1.213 +successfullyParsed = true;
   1.214 +</script>
   1.215 +<script>finishTest();</script>
   1.216 +
   1.217 +</body>
   1.218 +</html>

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