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Unified Diff: conformance/extensions/webgl-depth-texture.html

Issue 41893003: Add ToT WebGL conformance tests : part 12 (last one) (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 7 years, 2 months ago
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Index: conformance/extensions/webgl-depth-texture.html
===================================================================
--- conformance/extensions/webgl-depth-texture.html (revision 0)
+++ conformance/extensions/webgl-depth-texture.html (working copy)
@@ -0,0 +1,327 @@
+<!--
+
+/*
+** Copyright (c) 2012 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+-->
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../resources/js-test-pre.js"></script>
+<script src="../resources/webgl-test.js"></script>
+<script src="../resources/webgl-test-utils.js"></script>
+<title>WebGL WEBGL_depth_texture Conformance Tests</title>
+</head>
+<body>
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec4 a_position;
+void main()
+{
+ gl_Position = a_position;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+uniform sampler2D u_texture;
+uniform vec2 u_resolution;
+void main()
+{
+ vec2 texcoord = gl_FragCoord.xy / u_resolution;
+ gl_FragColor = texture2D(u_texture, texcoord);
+}
+</script>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
+<script>
+"use strict";
+description("This test verifies the functionality of the WEBGL_depth_texture extension, if it is available.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, {antialias: false});
+var program = wtu.setupTexturedQuad(gl);
+var ext = null;
+var vao = null;
+var tex;
+var name;
+var supportedFormats;
+var canvas2;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ // Run tests with extension disabled
+ runTestDisabled();
+
+ // Query the extension and store globally so shouldBe can access it
+ ext = wtu.getExtensionWithKnownPrefixes(gl, "WEBGL_depth_texture");
+ if (!ext) {
+ testPassed("No WEBGL_depth_texture support -- this is legal");
+ runSupportedTest(false);
+ } else {
+ testPassed("Successfully enabled WEBGL_depth_texture extension");
+
+ runSupportedTest(true);
+ runTestExtension();
+ }
+}
+
+function runSupportedTest(extensionEnabled) {
+ var name = wtu.getSupportedExtensionWithKnownPrefixes(gl, "WEBGL_depth_texture");
+ if (name !== undefined) {
+ if (extensionEnabled) {
+ testPassed("WEBGL_depth_texture listed as supported and getExtension succeeded");
+ } else {
+ testFailed("WEBGL_depth_texture listed as supported but getExtension failed");
+ }
+ } else {
+ if (extensionEnabled) {
+ testFailed("WEBGL_depth_texture not listed as supported but getExtension succeeded");
+ } else {
+ testPassed("WEBGL_depth_texture not listed as supported and getExtension failed -- this is legal");
+ }
+ }
+}
+
+
+function runTestDisabled() {
+ debug("Testing binding enum with extension disabled");
+
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null)');
+ shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null)');
+}
+
+
+function dumpIt(gl, res, msg) {
+ return; // comment out to debug
+ debug(msg);
+ var actualPixels = new Uint8Array(res * res * 4);
+ gl.readPixels(0, 0, res, res, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);
+
+ for (var yy = 0; yy < res; ++yy) {
+ var strs = [];
+ for (var xx = 0; xx < res; ++xx) {
+ var actual = (yy * res + xx) * 4;
+ strs.push("(" + actualPixels[actual] + "," + actualPixels[actual+1] + "," + actualPixels[actual + 2] + "," + actualPixels[actual + 3] + ")");
+ }
+ debug(strs.join(" "));
+ }
+}
+function runTestExtension() {
+ debug("Testing WEBGL_depth_texture");
+
+ var res = 8;
+
+ // make canvas for testing.
+ canvas2 = document.createElement("canvas");
+ canvas2.width = res;
+ canvas2.height = res;
+ var ctx = canvas2.getContext("2d");
+ ctx.fillStyle = "blue";
+ ctx.fillRect(0, 0, canvas2.width, canvas2.height);
+
+ var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['a_position']);
+ gl.useProgram(program);
+ gl.uniform2f(gl.getUniformLocation(program, "u_resolution"), res, res);
+
+ var buffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array(
+ [ 1, 1, 1,
+ -1, 1, 0,
+ -1, -1, -1,
+ 1, 1, 1,
+ -1, -1, -1,
+ 1, -1, 0,
+ ]),
+ gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
+
+ var types = [
+ {obj: 'gl', attachment: 'DEPTH_ATTACHMENT', format: 'DEPTH_COMPONENT', type: 'UNSIGNED_SHORT', data: 'new Uint16Array(1)' },
+ {obj: 'gl', attachment: 'DEPTH_ATTACHMENT', format: 'DEPTH_COMPONENT', type: 'UNSIGNED_INT', data: 'new Uint32Array(1)' },
+ {obj: 'ext', attachment: 'DEPTH_STENCIL_ATTACHMENT', format: 'DEPTH_STENCIL', type: 'UNSIGNED_INT_24_8_WEBGL', data: 'new Uint32Array(1)' }
+ ];
+
+ for (var ii = 0; ii < types.length; ++ii) {
+ var typeInfo = types[ii];
+ var type = typeInfo.type;
+ var typeStr = typeInfo.obj + '.' + type;
+
+ debug("");
+ debug("testing: " + type);
+
+ // check that cubemaps are not allowed.
+ var cubeTex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, cubeTex);
+ var targets = [
+ 'TEXTURE_CUBE_MAP_POSITIVE_X',
+ 'TEXTURE_CUBE_MAP_NEGATIVE_X',
+ 'TEXTURE_CUBE_MAP_POSITIVE_Y',
+ 'TEXTURE_CUBE_MAP_NEGATIVE_Y',
+ 'TEXTURE_CUBE_MAP_POSITIVE_Z',
+ 'TEXTURE_CUBE_MAP_NEGATIVE_Z'
+ ];
+ for (var tt = 0; tt < targets.length; ++tt) {
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.' + targets[ii] + ', 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
+ }
+
+ // check 2d textures.
+ tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ 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);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+
+ // test level > 0
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.TEXTURE_2D, 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
+
+ // test with data
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', ' + typeInfo.data + ')');
+
+ // test with canvas
+ shouldGenerateGLError(gl, [gl.INVALID_VALUE, gl.INVALID_ENUM, gl.INVALID_OPERATION], 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', gl.' + typeInfo.format + ', ' + typeStr + ', canvas2)');
+
+ // test copyTexImage2D
+ shouldGenerateGLError(gl, [gl.INVALID_ENUM, gl.INVALID_OPERATION], 'gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', 0, 0, 1, 1, 0)');
+
+ // test real thing
+ shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', ' + res + ', ' + res + ', 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
+
+ // test texSubImage2D
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.' + typeInfo.format + ', ' + typeStr + ', ' + typeInfo.data + ')');
+
+ // test copyTexSubImage2D
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1)');
+
+ // test generateMipmap
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.generateMipmap(gl.TEXTURE_2D)');
+
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl[typeInfo.attachment], gl.TEXTURE_2D, tex, 0);
+ // TODO: remove this check if the spec is updated to require these combinations to work.
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
+ {
+ // try adding a color buffer.
+ var colorTex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, colorTex);
+ 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);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, res, res, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0);
+ }
+
+ shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
+
+ // use the default texture to render with while we return to the depth texture.
+ gl.bindTexture(gl.TEXTURE_2D, null);
+
+ // render the z-quad
+ gl.enable(gl.DEPTH_TEST);
+ gl.clearColor(1, 0, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+ dumpIt(gl, res, "--first--");
+
+ // render the depth texture.
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.clearColor(0, 0, 1, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+ var actualPixels = new Uint8Array(res * res * 4);
+ gl.readPixels(0, 0, res, res, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);
+
+ dumpIt(gl, res, "--depth--");
+
+ // Check that each pixel's R value is less than that of the previous pixel
+ // in either direction. Basically verify we have a gradient.
+ var success = true;
+ for (var yy = 0; yy < res; ++yy) {
+ for (var xx = 0; xx < res; ++xx) {
+ var actual = (yy * res + xx) * 4;
+ var left = actual - 4;
+ var down = actual - res * 4;
+
+ if (xx > 0) {
+ if (actualPixels[actual] <= actualPixels[left]) {
+ testFailed("actual(" + actualPixels[actual] + ") < left(" + actualPixels[left] + ")");
+ success = false;
+ }
+ }
+ if (yy > 0) {
+ if (actualPixels[actual] <= actualPixels[down]) {
+ testFailed("actual(" + actualPixels[actual] + ") < down(" + actualPixels[down] + ")");
+ success = false;
+ }
+ }
+ }
+ }
+
+ // Check that bottom left corner is vastly different thatn top right.
+ if (actualPixels[(res * res - 1) * 4] - actualPixels[0] < 0xC0) {
+ testFailed("corners are not different enough");
+ success = false;
+ }
+
+ if (success) {
+ testPassed("depth texture rendered correctly.");
+ }
+
+ // check limitations
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl[typeInfo.attachment], gl.TEXTURE_2D, null, 0);
+ var badAttachment = typeInfo.attachment == 'DEPTH_ATTACHMENT' ? 'DEPTH_STENCIL_ATTACHMENT' : 'DEPTH_ATTACHMENT';
+ shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.' + badAttachment + ', gl.TEXTURE_2D, tex, 0)');
+ shouldNotBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
+ shouldGenerateGLError(gl, gl.INVALID_FRAMEBUFFER_OPERATION, 'gl.clear(gl.DEPTH_BUFFER_BIT)');
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ shouldBe('gl.getError()', 'gl.NO_ERROR');
+ }
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../resources/js-test-post.js"></script>
+</body>
+</html>
Property changes on: conformance/extensions/webgl-depth-texture.html
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+LF
\ No newline at end of property
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