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4 ** Copyright (c) 2012 The Khronos Group Inc. | |
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17 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
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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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