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| |
| <!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="../../resources/desktop-gl-constants.js" type="text/javascript"></script> |
| <script src="../../resources/js-test-pre.js"></script> |
| <script src="../resources/webgl-test.js"></script> |
| <script src="../resources/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.setupSimpleTextureVertexShader(gl), |
| "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"); |
| runTextureCreationTest(testProgram, true, gl.RGBA, 4, [10000, 10000, 10000, 10000]); |
| runTextureCreationTest(testProgram, true, gl.RGB, 3, [10000, 10000, 10000, 0]); |
| runTextureCreationTest(testProgram, true, gl.LUMINANCE, 1, [10000, 10000, 10000, 0]); |
| runTextureCreationTest(testProgram, true, gl.ALPHA, 1, [0, 0, 0, 10000]); |
| runTextureCreationTest(testProgram, true, gl.LUMINANCE_ALPHA, 2, [10000, 10000, 10000, 10000]); |
| runRenderTargetTest(testProgram); |
| runUniqueObjectTest(); |
| } |
| } |
| |
| // Needs to be global for shouldBe to see it. |
| var pixels; |
| |
| 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); |
| 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) { |
| glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation must be disallowed if OES_texture_float isn't enabled"); |
| return; |
| } else { |
| 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.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0); |
| gl.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor); |
| wtu.drawQuad(gl); |
| checkRenderingResults(); |
| } |
| |
| function runRenderTargetTest(testProgram) |
| { |
| debug(""); |
| debug("testing floating-point render targets"); |
| |
| var texture = allocateTexture(); |
| var width = 2; |
| var height = 2; |
| var numberOfChannels = 4; |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null); |
| 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 render targets not supported -- this is legal"); |
| return; |
| } |
| |
| var renderProgram = |
| wtu.setupProgram(gl, |
| ["positionVertexShader", "floatingPointFragmentShader"], |
| ['vPosition'], |
| [0]); |
| wtu.drawQuad(gl); |
| 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); |
| wtu.drawQuad(gl); |
| glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture should succeed"); |
| checkRenderingResults(); |
| } |
| |
| function runUniqueObjectTest() |
| { |
| debug("Testing that getExtension() returns the same object each time"); |
| gl.getExtension("OES_texture_float").myProperty = 2; |
| gc(); |
| shouldBe('gl.getExtension("OES_texture_float").myProperty', '2'); |
| } |
| |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../resources/js-test-post.js"></script> |
| |
| </body> |
| </html> |