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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();
}
}
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.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 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.clearAndDrawUnitQuad(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.clearAndDrawUnitQuad(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>