Thu, 22 Jan 2015 13:21:57 +0100
Incorporate requested changes from Mozilla in review:
https://bugzilla.mozilla.org/show_bug.cgi?id=1123480#c6
1 <!--
2 Copyright (c) 2011 The Chromium Authors. All rights reserved.
3 Use of this source code is governed by a BSD-style license that can be
4 found in the LICENSE file.
5 -->
6 <!DOCTYPE html>
7 <html>
8 <head>
9 <meta charset="utf-8">
10 <title>WebGL OES_texture_float Conformance Tests</title>
11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
12 <script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
13 <script src="../../resources/js-test-pre.js"></script>
14 <script src="../resources/webgl-test.js"></script>
15 <script src="../resources/webgl-test-utils.js"></script>
16 </head>
17 <body>
18 <div id="description"></div>
19 <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
20 <div id="console"></div>
21 <!-- Shaders for testing floating-point textures -->
22 <script id="testFragmentShader" type="x-shader/x-fragment">
23 precision mediump float;
24 uniform sampler2D tex;
25 varying vec2 texCoord;
26 void main()
27 {
28 vec4 color = texture2D(tex, texCoord);
29 if (abs(color.r - 10000.0) +
30 abs(color.g - 10000.0) +
31 abs(color.b - 10000.0) +
32 abs(color.a - 10000.0) < 8.0) {
33 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
34 } else {
35 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
36 }
37 }
38 </script>
39 <!-- Shaders for testing floating-point render targets -->
40 <script id="positionVertexShader" type="x-shader/x-vertex">
41 attribute vec4 vPosition;
42 void main()
43 {
44 gl_Position = vPosition;
45 }
46 </script>
47 <script id="floatingPointFragmentShader" type="x-shader/x-fragment">
48 void main()
49 {
50 gl_FragColor = vec4(10000.0, 10000.0, 10000.0, 10000.0);
51 }
52 </script>
53 <script>
54 description("This test verifies the functionality of the OES_texture_float extension, if it is available.");
56 debug("");
58 var wtu = WebGLTestUtils;
59 var canvas = document.getElementById("canvas");
60 var gl = create3DContext(canvas);
62 if (!gl) {
63 testFailed("WebGL context does not exist");
64 } else {
65 testPassed("WebGL context exists");
67 var texturedShaders = [
68 wtu.setupSimpleTextureVertexShader(gl),
69 "testFragmentShader"
70 ];
71 var testProgram =
72 wtu.setupProgram(gl,
73 texturedShaders,
74 ['vPosition', 'texCoord0'],
75 [0, 1]);
76 var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
78 // First verify that allocation of floating-point textures fails if
79 // the extension has not been enabled yet.
80 runTextureCreationTest(testProgram, false);
82 if (!gl.getExtension("OES_texture_float")) {
83 testPassed("No OES_texture_float support -- this is legal");
84 } else {
85 testPassed("Successfully enabled OES_texture_float extension");
86 runTextureCreationTest(testProgram, true);
87 runRenderTargetTest(testProgram);
88 runUniqueObjectTest();
89 runReferenceCycleTest();
90 }
91 }
93 // Needs to be global for shouldBe to see it.
94 var pixels;
96 function allocateTexture()
97 {
98 var texture = gl.createTexture();
99 gl.bindTexture(gl.TEXTURE_2D, texture);
100 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
101 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
102 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
103 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
104 glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed");
105 return texture;
106 }
108 function checkRenderingResults()
109 {
110 pixels = new Uint8Array(4);
111 gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
112 // Outputs green if OK, red if not.
113 shouldBe("pixels[0]", "0");
114 shouldBe("pixels[1]", "255");
115 shouldBe("pixels[2]", "0");
116 shouldBe("pixels[3]", "255");
117 }
119 function runTextureCreationTest(testProgram, extensionEnabled)
120 {
121 var expectFailure = !extensionEnabled;
123 var texture = allocateTexture();
124 // Generate data.
125 var width = 2;
126 var height = 2;
127 var numberOfChannels = 4;
128 var data = new Float32Array(width * height * numberOfChannels);
129 for (var ii = 0; ii < data.length; ++ii) {
130 data[ii] = 10000;
131 }
132 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, data);
133 if (expectFailure) {
134 glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation must be disallowed if OES_texture_float isn't enabled");
135 return;
136 } else {
137 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
138 }
139 // Verify that the texture actually works for sampling and contains the expected data.
140 gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
141 wtu.drawQuad(gl);
142 checkRenderingResults();
143 }
145 function runRenderTargetTest(testProgram)
146 {
147 var texture = allocateTexture();
148 var width = 2;
149 var height = 2;
150 var numberOfChannels = 4;
151 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
152 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
154 // Use this texture as a render target.
155 var fbo = gl.createFramebuffer();
156 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
157 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
158 gl.bindTexture(gl.TEXTURE_2D, null);
159 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
160 // While strictly speaking it is probably legal for a WebGL implementation to support
161 // floating-point textures but not as attachments to framebuffer objects, any such
162 // implementation is so poor that it arguably should not advertise support for the
163 // OES_texture_float extension. For this reason the conformance test requires that the
164 // framebuffer is complete here.
165 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
166 return;
168 var renderProgram =
169 wtu.setupProgram(gl,
170 ["positionVertexShader", "floatingPointFragmentShader"],
171 ['vPosition'],
172 [0]);
173 wtu.drawQuad(gl);
174 glErrorShouldBe(gl, gl.NO_ERROR, "rendering to floating-point texture should succeed");
176 // Now sample from the floating-point texture and verify we got the correct values.
177 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
178 gl.bindTexture(gl.TEXTURE_2D, texture);
179 gl.useProgram(testProgram);
180 gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
181 wtu.drawQuad(gl);
182 glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture should succeed");
183 checkRenderingResults();
184 }
186 function runUniqueObjectTest()
187 {
188 debug("Testing that getExtension() returns the same object each time");
189 gl.getExtension("OES_texture_float").myProperty = 2;
190 gc();
191 shouldBe('gl.getExtension("OES_texture_float").myProperty', '2');
192 }
194 function runReferenceCycleTest()
195 {
196 // create some reference cycles. The goal is to see if they cause leaks. The point is that
197 // some browser test runners have instrumentation to detect leaked refcounted objects.
199 debug("Testing reference cycles between context and extension objects");
200 var ext = gl.getExtension("OES_texture_float");
202 // create cycle between extension and context, since the context has to hold a reference to the extension
203 ext.context = gl;
205 // create a self-cycle on the extension object
206 ext.ext = ext;
207 }
209 debug("");
210 successfullyParsed = true;
211 </script>
212 <script>finishTest();</script>
214 </body>
215 </html>