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Issue 14860016: Implement OES_texture_float_linear and OES_texture_half_float_linear extensions in WebGL. (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Created 7 years, 7 months ago
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1 <!--
2
3 /*
4 ** Copyright (c) 2012 The Khronos Group Inc.
5 **
6 ** Permission is hereby granted, free of charge, to any person obtaining a
7 ** copy of this software and/or associated documentation files (the
8 ** "Materials"), to deal in the Materials without restriction, including
9 ** without limitation the rights to use, copy, modify, merge, publish,
10 ** distribute, sublicense, and/or sell copies of the Materials, and to
11 ** permit persons to whom the Materials are furnished to do so, subject to
12 ** the following conditions:
13 **
14 ** The above copyright notice and this permission notice shall be included
15 ** in all copies or substantial portions of the Materials.
16 **
17 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
21 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
24 */
25
26 -->
27
28 <!DOCTYPE html>
29 <html>
30 <head>
31 <meta charset="utf-8">
32 <title>WebGL OES_texture_half_float_linear Conformance Tests</title>
33 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
34 <script src="../../resources/desktop-gl-constants.js" type="text/javascript"></s cript>
35 <script src="../../resources/js-test-pre.js"></script>
36 <script src="../resources/webgl-test.js"></script>
37 <script src="../resources/webgl-test-utils.js"></script>
38 </head>
39 <body>
40 <div id="description"></div>
41 <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
42 <div id="console"></div>
43 <!-- Shaders for testing floating-point textures -->
Ken Russell (switch to Gerrit) 2013/05/13 20:00:35 Rather than duplicating this entire test, it would
44 <script id="testFragmentShader" type="x-shader/x-fragment">
45 uniform sampler2D tex;
46 void main()
47 {
48 gl_FragColor = texture2D(tex, vec2(0.5, 0.5)) * vec4(1.0, 1.0, 1.0, 1.0);
49 }
50 </script>
51 <script id="texCubFshader" type="x-shader/x-fragment">
52 uniform samplerCube tex;
53 void main()
54 {
55 gl_FragColor = textureCube(tex, normalize(vec3(0.5, 0.5, 1))) * vec4(1.0, 1.0, 1.0, 1.0);
56 }
57 </script>
58 <!-- Shaders for testing floating-point render targets -->
59 <script id="positionVertexShader" type="x-shader/x-vertex">
60 attribute vec4 vPosition;
61 void main()
62 {
63 gl_Position = vPosition;
64 }
65 </script>
66 <script>
67 "use strict";
68 description("This test verifies the functionality of the OES_texture_half_float_ linear extension, if it is available.");
69
70 debug("");
71 // This constant must be defined in order to run the texture creation test witho ut the extension enabled.
72 var extension = null;
73 var wtu = WebGLTestUtils;
74 var canvas = document.getElementById("canvas");
75 var gl = wtu.create3DContext(canvas);
76 if (!gl) {
77 testFailed("WebGL context does not exist");
78 } else {
79 testPassed("WebGL context exists");
80
81 if (!(extension = gl.getExtension("OES_texture_half_float"))) {
82 testPassed("No OES_texture_half_float support -- this is legal");
83 } else {
84 testPassed("Successfully enabled OES_texture_half_float extension");
85
86 // Before OES_texture_half_float_linear extension is enabled
87 var extensionEabled = false;
88 runTestSuit(extensionEabled);
89
90 if (!gl.getExtension("OES_texture_half_float_linear"))
91 testPassed("No OES_texture_half_float_linear support -- this is legal" );
92 else {
93 // OES_texture_half_float_linear extension is enabled
94 extensionEabled = true;
95 runTestSuit(extensionEabled);
96 }
97 }
98 }
99
100 function runTestSuit(extensionEabled)
101 {
102 var magF = [gl.NEAREST, gl.LINEAR];
103 var minF = [gl.NEAREST, gl.LINEAR, gl.NEAREST_MIPMAP_NEAREST, gl.NEAREST_MIP MAP_LINEAR, gl.LINEAR_MIPMAP_NEAREST, gl.LINEAR_MIPMAP_LINEAR];
104
105 var program = wtu.setupProgram(gl, ["positionVertexShader", "testFragmentSha der"]);
106 gl.useProgram(program);
107 wtu.setupUnitQuad(gl);
108 for (var kk = 0; kk < 2; ++kk) {
109 for (var ii = 0; ii < 6; ++ii) {
110 var linear = false;
111 if (magF[kk] == gl.LINEAR || (minF[ii] != gl.NEAREST && minF[ii] != gl.NEAREST_MIPMAP_NEAREST))
112 linear = true;
113 var color = (!extensionEabled && linear) ? [0, 0, 0, 255] : [0, 0, 0 , 0];
114 runEachTest(gl.TEXTURE_2D, magF[kk], minF[ii], linear, extensionEabl ed, color, linear);
115 }
116 }
117
118 var programCub = wtu.setupProgram(gl, ["positionVertexShader", "texCubFshader "]);
119 gl.useProgram(programCub);
120 wtu.setupUnitQuad(gl);
121 for (var kk = 0; kk < 2; ++kk) {
122 for (var ii = 0; ii < 6; ++ii) {
123 var linear = false;
124 if (magF[kk] == gl.LINEAR || (minF[ii] != gl.NEAREST && minF[ii] != gl.NEAREST_MIPMAP_NEAREST))
125 linear = true;
126 var color = (!extensionEabled && linear) ? [0, 0, 0, 255] : [0, 0, 0 , 0];
127 runEachTest(gl.TEXTURE_CUBE_MAP, magF[kk], minF[ii], linear, extensi onEabled, color, linear);
128 }
129 }
130 }
131
132 function runEachTest(textureTarget, magFilter, minFilter, linear, extensionEnabl ed, expected, expectFailure)
133 {
134 var format = gl.RGBA;
135 var numberOfChannels = 4;
136 debug("");
137 debug("testing target: " + wtu.glEnumToString(gl,textureTarget) +
138 ", testing format: " + wtu.glEnumToString(gl, format) +
139 ", magFilter is: " + wtu.glEnumToString(gl, magFilter) +
140 ", minFilter is: " + wtu.glEnumToString(gl, minFilter) +
141 ", OES_texture_float_linear is " + (extensionEnabled ? "enabled": "no t enabled")
142 );
143 var texture = gl.createTexture();
144 // Generate data.
145 var width = 1;
146 var height = 1;
147 gl.bindTexture(textureTarget, texture);
148 gl.texParameteri(textureTarget, gl.TEXTURE_MAG_FILTER, magFilter);
149 gl.texParameteri(textureTarget, gl.TEXTURE_MIN_FILTER, minFilter);
150 gl.texParameteri(textureTarget, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
151 gl.texParameteri(textureTarget, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
152
153 if (textureTarget == gl.TEXTURE_2D) {
154 gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, extens ion.HALF_FLOAT_OES, null);
Ken Russell (switch to Gerrit) 2013/05/13 20:00:35 You can work around the fact that there's no Float
155 if (minFilter != gl.NEAREST && minFilter != gl.LINEAR)
156 gl.generateMipmap(gl.TEXTURE_2D);
157 }
158 else if (textureTarget == gl.TEXTURE_CUBE_MAP) {
159 var targets = [
160 gl.TEXTURE_CUBE_MAP_POSITIVE_X,
161 gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
162 gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
163 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
164 gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
165 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
166 for (var tt = 0; tt < targets.length; ++tt) {
167 gl.texImage2D(targets[tt], 0, format, width, height, 0, format, extension.HALF_FLOAT_OES, null);
168 }
169 if (minFilter != gl.NEAREST && minFilter != gl.LINEAR)
170 gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
171 }
172 // wtu.clearAndDrawUnitQuad(gl);
173 wtu.drawQuad(gl);
174 if (!linear) {
175 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture with non-Linear filter would succeed no matter OES_texture_half_float_linear is enabled or not" );
176 } else if (expectFailure) {
177 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture with Linear fil ter would produe [0, 0, 0, 1.0] if OES_texture_half_float_linear isn't enabled") ;
178 } else {
179 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture with Linear fil ter would succeed if OES_texture_half_float_linear is enabled");
180 }
181
182 wtu.checkCanvas(gl, expected, "should be " + expected[0] + "," + expected[1] + "," + expected[2] + "," + expected[3]);
183 }
184
185 debug("");
186 // Needs to be global for shouldBe to see it.
187 var pixels;
188 var successfullyParsed = true;
189 </script>
190 <script src="../../resources/js-test-post.js"></script>
191
192 </body>
193 </html>
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