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Copyright (c) 2019 The Khronos Group Inc.
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<title>WebGL OES_texture_half_float Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
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<body>
<div id="description"></div>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<canvas id="canvas2d" style="width: 50px; height: 50px;"> </canvas>
<div id="console"></div>
<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 half-floating-point render targets -->
<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 OES_texture_half_float with null/non-null ArrayBufferView");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var colorCanvas = document.getElementById("canvas2d");
colorCanvas.width = 2;
colorCanvas.height = 2;
var ctx = colorCanvas.getContext("2d");
ctx.fillStyle = "rgb(255,0,0)";
ctx.fillRect(0, 0, 2, 2);
var gl = wtu.create3DContext(canvas);
// This constant must be defined in order to run the texture creation test without the extension enabled.
var halfFloatOESEnum = 0x8D61;
var ext = null;
if (!gl) {
testFailed("WebGL context does not exists");
} else {
testPassed("WebGL context exists");
// Verify that allocation of texture fails if extension is not enabled
runTextureCreationTest(false);
ext = gl.getExtension("OES_texture_half_float")
if (!ext) {
testPassed("No OES_texture_half_float support. This is legal");
} else {
testPassed("Successfully enabled OES_texture_half_float extension");
var program = wtu.setupTexturedQuad(gl);
// Check if creation of texture succeed's with various formats and null ArrayBufferView
var formats = [
{ format: gl.RGBA, expected: [255, 0, 0, 255], },
{ format: gl.RGB, expected: [255, 0, 0, 255], },
{ format: gl.LUMINANCE, expected: [255, 255, 255, 255], },
{ format: gl.ALPHA, expected: [ 0, 0, 0, 255], },
{ format: gl.LUMINANCE_ALPHA, expected: [255, 255, 255, 255], },
];
formats.forEach(function(f) {
runTextureCreationTest(true, f.format, null, f.expected);
});
// Texture creation should fail when passed with non-null, non-Uint16 ArrayBufferView
formats.forEach(function(f) {
var width = 2;
var height = 2;
var format = f.format;
// Float32Array
var float32Data = new Float32Array(width * height * getNumberOfChannels(format));
for (var ii = 0; ii < float32Data.length; ii++) {
float32Data[ii] = 1000;
}
runTextureCreationTest(true, format, float32Data, null);
// Int16Array
var int16Data = new Int16Array(width * height * getNumberOfChannels(format));
for (var ii = 0; ii < int16Data.length; ii++) {
int16Data[ii] = 1000;
}
runTextureCreationTest(true, format, int16Data, null);
});
// Test that Uint16 encoded half float values can be used as texture data.
// First test that values in the 0-1 range can be written and read.
var halfFloatOneThird = 0x3555; // Half float 1/3
var uint16Formats = [
{ format: gl.RGBA, expected: [85, 85, 85, 85], },
{ format: gl.RGB, expected: [85, 85, 85, 255], },
{ format: gl.LUMINANCE, expected: [85, 85, 85, 255], },
{ format: gl.ALPHA, expected: [ 0, 0, 0, 85], },
{ format: gl.LUMINANCE_ALPHA, expected: [85, 85, 85, 85], },
];
uint16Formats.forEach(function(f) {
var width = 2;
var height = 2;
var format = f.format;
var uint16Data = new Uint16Array(width * height * getNumberOfChannels(format));
for (var ii = 0; ii < uint16Data.length; ii++) {
uint16Data[ii] = halfFloatOneThird;
}
runTextureCreationTest(true, format, uint16Data, f.expected);
});
// Next check that values outside the 0-1 range can be written.
var halfFloatTenK = 0x70E2; // Half float 10000
var uint16Formats2 = [
{ format: gl.RGBA, subtractor: [10000, 10000, 10000, 10000], requireRenderable: true},
{ format: gl.RGB, subtractor: [10000, 10000, 10000, 1], requireRenderable: false},
];
uint16Formats2.forEach(function(f) {
var width = 2;
var height = 2;
var format = f.format;
var uint16Data = new Uint16Array(width * height * getNumberOfChannels(format));
for (var ii = 0; ii < uint16Data.length; ii++) {
uint16Data[ii] = halfFloatTenK;
}
runRenderTest(format, f.subtractor, uint16Data, f.requireRenderable);
});
(function() {
debug("");
var renderable = isRenderable(gl, ext);
var renderableExtName = "EXT_color_buffer_half_float";
var supported = gl.getSupportedExtensions().includes(renderableExtName);
if (renderable && !supported) {
testFailed("RGBA/HALF_FLOAT_OES is color renderable but " + renderableExtName + " not exposed");
} else if (supported && !renderable) {
testFailed(renderableExtName + " is exposed but RGBA/HALF_FLOAT_OES is not color renderable");
}
if (supported) {
runRenderTest(gl.RGBA, [10000, 10000, 10000, 10000], null, true);
runRenderTest(gl.RGB, [10000, 10000, 10000, 1], null, false);
runFramebufferTest();
}
})();
// Check of getExtension() returns same object
runUniqueObjectTest();
}
}
function isRenderable(gl, ext) {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, ext.HALF_FLOAT_OES, null);
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
gl.deleteFramebuffer(fb);
gl.deleteTexture(tex);
return status == gl.FRAMEBUFFER_COMPLETE;
}
function getNumberOfChannels(format)
{
if (format == gl.RGBA)
return 4;
else if (format == gl.RGB)
return 3;
else if (format == gl.LUMINANCE || format == gl.ALPHA)
return 1;
else if (format == gl.LUMINANCE_ALPHA)
return 2;
}
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);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed");
return texture;
}
function runTextureCreationTest(extensionEnabled, opt_format, opt_data, opt_expected)
{
var format = opt_format || gl.RGBA;
var data = opt_data || null;
var expectSuccess = true;
if (!extensionEnabled || !opt_expected)
expectSuccess = false;
debug("Testing texture creation with extension " + (extensionEnabled ? "enabled" : "disabled") +
", format " + wtu.glEnumToString(gl, format) + ", and data " + (data ? "non-null" : "null") +
". Expect " + (expectSuccess ? "Success" : "Failure"));
var texture = allocateTexture();
var width = 2;
var height = 2;
gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, halfFloatOESEnum, data);
if(!extensionEnabled) {
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "Half floating point texture must be disallowed if OES_texture_half_float isn't enabled");
return;
} else if (!opt_expected) {
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Half floating point texture allocation must be disallowed when ArrayBufferView is not-null and not-Uint16");
return;
} else {
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Half floating point texture allocation should succeed if OES_texture_half_float is enabled");
if (!data) {
gl.texImage2D(gl.TEXTURE_2D, 0, format, format, halfFloatOESEnum, colorCanvas);
}
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, opt_expected);
// Check that linear fails.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 0, 0, 255], "should be black");
}
}
function checkRenderingResults()
{
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
}
function runRenderTest(format, subtractor, data, requireRenderable)
{
var formatString = wtu.glEnumToString(gl, format);
debug("");
if (!data) {
debug("Testing half floating point " + formatString + " render target");
} else {
debug("Testing half floating point " + formatString + " from a Uint16Array");
}
var texture = allocateTexture();
var width = 2;
var height = 2;
gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, ext.HALF_FLOAT_OES, data);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Half floating point texture allocation should succeed if OES_texture_half_float is enabled");
if (!data) {
// Try to use this texture as 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_half_float extension to
// support half floating point textures but not as attachments to framebuffer objects.
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
if (requireRenderable) {
testFailed(formatString + " render targets not supported.");
} else {
debug(formatString + " render targets not supported -- this is legal");
}
return;
}
var renderProgram =
wtu.setupProgram(gl,
[wtu.simpleVertexShader, "floatingPointFragmentShader"],
['vPosition'],
[0]);
wtu.drawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Rendering to half floating point texture should succeed");
}
// Now sample from the half floating-point texture and verify we got the correct values.
var texturedShaders = [
wtu.simpleTextureVertexShader,
"testFragmentShader"
];
var testProgram =
wtu.setupProgram(gl,
[wtu.simpleTextureVertexShader, "testFragmentShader"],
['vPosition', 'texCoord0'],
[0, 1]);
var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.useProgram(testProgram);
gl.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor);
wtu.drawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "rendering from half floating point texture should succeed");
checkRenderingResults();
}
function runUniqueObjectTest()
{
debug("");
debug("Testing that getExtension() returns the same object each time");
ext = null;
gl.getExtension("OES_texture_half_float").myProperty = 2;
webglHarnessCollectGarbage();
shouldBe('gl.getExtension("OES_texture_half_float").myProperty', '2');
}
// Make sure we can call readPixels with the passed in arrayBufferConstructor and that the color
// channels are the ones we expect. If there is a mismatch between the glType and arrayBuffer type,
// fail the test.
function verifyReadPixelsColors(red, green, blue, alpha, alphaRGB, glFormat, glType, arrayBufferConstructor) {
var typeName = wtu.glEnumToString(gl, glType);
debug(wtu.glEnumToString(gl, glFormat) + " framebuffer with " + typeName + " readback.");
var arrayBuffer = new arrayBufferConstructor(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "readPixels should return NO_ERROR when reading " + typeName + " data.");
assertMsg(arrayBuffer[0] === red, "Red channel should be " + red + " for " + typeName + " readPixels. Received: " + arrayBuffer[0]);
assertMsg(arrayBuffer[1] === green, "Green channel should be " + green + " for " + typeName + " readPixels. Received: " + arrayBuffer[1]);
assertMsg(arrayBuffer[2] === blue, "Blue channel should be " + blue + " for " + typeName + " readPixels. Received: " + arrayBuffer[2]);
if (glFormat === gl.RGBA) {
assertMsg(arrayBuffer[3] === alpha, "Alpha channel should be " + alpha + " for " + typeName + " readPixels. Received: " + arrayBuffer[3]);
} else if (glFormat === gl.RGB) {
assertMsg(arrayBuffer[3] === alphaRGB, "Alpha channel should be " + alphaRGB + " for " + typeName + " readPixels. Received: " + arrayBuffer[3]);
}
// Make sure any arrayBuffer types that are not equal to arrayBufferConstructor fail readPixels.
if (arrayBufferConstructor !== Uint8Array) {
arrayBuffer = new Uint8Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "readPixels should return INVALID_OPERATION when reading mismatched types. " + Uint8Array.toString());
}
if (arrayBufferConstructor !== Float32Array) {
arrayBuffer = new Float32Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "readPixels should return INVALID_OPERATION when reading mismatched types. " + Float32Array.toString());
}
if (arrayBufferConstructor !== Uint16Array) {
arrayBuffer = new Uint16Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "readPixels should return INVALID_OPERATION when reading mismatched types. " + Uint16Array.toString());
}
}
// Verify that half float textures attached to frame buffers function correctly with regard to framebuffer
// completness, IMPLEMENTATION_COLOR_READ_FORMAT/TYPE and readPixels
function runFramebufferTest() {
debug("");
debug("Framebuffer Tests");
var texture = allocateTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
debug("Ensure non-color-renderable formats [LUMINANCE, LUMINANCE_ALPHA, ALPHA] fail.");
var arrayBufferFloatOutput = new Float32Array(4); // 4 color channels
[gl.LUMINANCE, gl.LUMINANCE_ALPHA, gl.ALPHA].forEach(function(badFormat) {
debug(wtu.glEnumToString(gl, badFormat) + " framebuffer");
gl.texImage2D(gl.TEXTURE_2D, 0, badFormat, 1, 1, 0, badFormat, ext.HALF_FLOAT_OES, null);
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
shouldBeNull("gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT)");
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "IMPLEMENTATION_COLOR_READ_FORMAT should fail for incomplete framebuffers.");
shouldBeNull("gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE)");
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "IMPLEMENTATION_COLOR_READ_TYPE should fail for incomplete framebuffers.");
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.FLOAT, arrayBufferFloatOutput);
wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION , "readPixels should fail on incomplete framebuffers.");
debug("");
});
debug("Ensure color renderable formats [RGBA, RGB] succeed.");
var arrayBufferHalfFloatInput = new Uint16Array(4); // 4 color channels
arrayBufferHalfFloatInput[0] = 0; // 0 in half float
arrayBufferHalfFloatInput[1] = 0x3400; // 0.25 in half float
arrayBufferHalfFloatInput[2] = 0x3800; // 0.50 in half float
arrayBufferHalfFloatInput[3] = 0x3A00; // 0.75 in half float
[gl.RGBA, gl.RGB].forEach(function(goodFormat) {
debug(wtu.glEnumToString(gl, goodFormat) + " framebuffer tests");
debug("");
gl.texImage2D(gl.TEXTURE_2D, 0, goodFormat, 1, 1, 0, goodFormat, ext.HALF_FLOAT_OES, arrayBufferHalfFloatInput);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) {
// Per the OES_color_buffer_half_float, RGBA/FLOAT should always succeed for readPixels
verifyReadPixelsColors(
0.00, // red
0.25, // green
0.50, // blue
0.75, // alpha
1.0, // alphaRGB
goodFormat,
gl.FLOAT,
Float32Array);
var implementationColorReadFormat = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT);
assertMsg(implementationColorReadFormat === gl.RGBA || implementationColorReadFormat === gl.RGB,
"IMPLEMENTATION_COLOR_READ_FORMAT should be color renderable: RGBA or RGB. Received: " + wtu.glEnumToString(gl, implementationColorReadFormat));
var implementationColorReadType = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE);
// There is nothing in the specifications that keeps the
// implementation color read format and type from being the
// same as the implicitly supported one. For this reason, keep
// gl.FLOAT as one of the valid options.
assertMsg(implementationColorReadType === gl.UNSIGNED_BYTE ||
implementationColorReadType === gl.FLOAT ||
implementationColorReadType === ext.HALF_FLOAT_OES ||
implementationColorReadType === gl.UNSIGNED_SHORT_4_4_4_4 ||
implementationColorReadType === gl.UNSIGNED_SHORT_5_5_5_1 ||
implementationColorReadType === gl.UNSIGNED_SHORT_5_6_5,
"IMPLEMENTATION_COLOR_READ_TYPE must be one of UNSIGNED_BYTE, UNSIGNED_SHORT_4_4_4_4, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_SHORT_5_6_5, FLOAT, or HALF_FLOAT_OES. " +
"Received: " + wtu.glEnumToString(gl, implementationColorReadType));
// Test the RGBA/HALF_FLOAT_OES combination
if (implementationColorReadFormat === gl.RGBA && implementationColorReadType === ext.HALF_FLOAT_OES) {
verifyReadPixelsColors(
0, // red
0x3400, // green
0x3800, // blue
0x3A00, // alpha
0x3C00, // alphaRGB
goodFormat,
ext.HALF_FLOAT_OES,
Uint16Array);
}
}
debug("");
});
}
debug("");
var successfullyParsed = true;
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