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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="../../js/js-test-pre.js"></script>
<script src="../../js/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.simpleTextureVertexShader,
"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");
// If alpha value is missing from a texture it gets filled to 1 when sampling according to GLES2.0 table 3.12
runTextureCreationTest(testProgram, true, gl.RGBA, 4, [10000, 10000, 10000, 10000]);
runTextureCreationTest(testProgram, true, gl.RGB, 3, [10000, 10000, 10000, 1]);
runTextureCreationTest(testProgram, true, gl.LUMINANCE, 1, [10000, 10000, 10000, 1]);
runTextureCreationTest(testProgram, true, gl.ALPHA, 1, [0, 0, 0, 10000]);
runTextureCreationTest(testProgram, true, gl.LUMINANCE_ALPHA, 2, [10000, 10000, 10000, 10000]);
(function() {
debug("");
var renderable = isRenderable(gl);
var renderableExtName = "WEBGL_color_buffer_float";
var supported = gl.getSupportedExtensions().includes(renderableExtName);
if (renderable && !supported) {
testFailed("RGBA/FLOAT is color renderable but " + renderableExtName + " not exposed");
} else if (supported && !renderable) {
testFailed(renderableExtName + " is exposed but RGBA/FLOAT is not color renderable");
}
if (supported) {
runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 0, true);
runRenderTargetAndReadbackTest(testProgram, gl.RGB, 3, [10000, 10000, 10000, 1], 0, false);
runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 1, true);
runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 0.5, true);
}
})();
runUniqueObjectTest();
}
}
function isRenderable(gl) {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.FLOAT, 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 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 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) {
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation must be disallowed if OES_texture_float isn't enabled");
return;
} else {
wtu.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.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor);
wtu.clearAndDrawUnitQuad(gl);
checkRenderingResults();
// Check that linear fails.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
}
function arrayToString(arr, size) {
var mySize;
if (!size)
mySize = arr.length;
else
mySize = size;
var out = "[";
for (var ii = 0; ii < mySize; ++ii) {
if (ii > 0) {
out += ", ";
}
out += arr[ii];
}
return out + "]";
}
function runRenderTargetAndReadbackTest(testProgram, format, numberOfChannels, subtractor, texSubImageCover, requireRenderable)
{
var formatString = wtu.glEnumToString(gl, format);
debug("");
debug("testing floating-point " + formatString + " render target" + (texSubImageCover > 0 ? " after calling texSubImage" : ""));
var texture = allocateTexture();
var width = 2;
var height = 2;
gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, gl.FLOAT, null);
wtu.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) {
if (requireRenderable)
testFailed("floating-point " + formatString + " render target not supported");
else
debug("floating-point " + formatString + " render target not supported -- this is legal");
return;
}
if (texSubImageCover > 0) {
// Ensure that replacing the whole texture or a part of it with texSubImage2D doesn't affect renderability
gl.bindTexture(gl.TEXTURE_2D, texture);
var data = new Float32Array(width * height * numberOfChannels * texSubImageCover);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height * texSubImageCover, format, gl.FLOAT, data);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texSubImage2D should succeed if OES_texture_float is enabled");
gl.bindTexture(gl.TEXTURE_2D, null);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
testFailed("render target support changed after calling texSubImage2D");
return;
}
}
var renderProgram =
wtu.setupProgram(gl,
["positionVertexShader", "floatingPointFragmentShader"],
['vPosition'],
[0]);
wtu.clearAndDrawUnitQuad(gl);
wtu.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);
gl.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor);
wtu.clearAndDrawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture should succeed");
checkRenderingResults();
// Finally, if the implementation supports floating-point readback, verify it.
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
var implFormat = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT);
var implType = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "getParameter of IMPLEMENTATION_COLOR_READ_{FORMAT|TYPE} should succeed");
if ((implFormat == gl.RGBA || implFormat == gl.RGB) && implType == gl.FLOAT) {
debug("Checking readback of floating-point values");
var arraySize = (implFormat == gl.RGBA) ? 4 : 3
var buf = new Float32Array(arraySize);
gl.readPixels(0, 0, 1, 1, implFormat, implType , buf);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "readPixels from floating-point renderbuffer should succeed");
var ok = true;
var tolerance = 8.0; // TODO: factor this out from both this test and the subtractor shader above.
for (var ii = 0; ii < buf.length; ++ii) {
if (Math.abs(buf[ii] - subtractor[ii]) > tolerance) {
ok = false;
break;
}
}
if (ok) {
testPassed("readPixels of float-type data from floating-point renderbuffer succeeded");
} else {
testFailed("readPixels of float-type data from floating-point renderbuffer failed: expected "
+ arrayToString(subtractor, arraySize) + ", got " + arrayToString(buf));
}
}
}
function runUniqueObjectTest()
{
debug("");
debug("Testing that getExtension() returns the same object each time");
gl.getExtension("OES_texture_float").myProperty = 2;
webglHarnessCollectGarbage();
shouldBe('gl.getExtension("OES_texture_float").myProperty', '2');
}
debug("");
var successfullyParsed = true;
</script>
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</body>
</html>