Index: conformance/extensions/oes-texture-float.html |
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--- conformance/extensions/oes-texture-float.html (revision 0) |
+++ conformance/extensions/oes-texture-float.html (revision 0) |
@@ -0,0 +1,225 @@ |
+<!-- |
+Copyright (c) 2011 The Chromium Authors. All rights reserved. |
+Use of this source code is governed by a BSD-style license that can be |
+found in the LICENSE file. |
+ --> |
+<!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; |
+varying vec2 texCoord; |
+void main() |
+{ |
+ vec4 color = texture2D(tex, texCoord); |
+ if (abs(color.r - 10000.0) + |
+ abs(color.g - 10000.0) + |
+ abs(color.b - 10000.0) + |
+ abs(color.a - 10000.0) < 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> |
+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 = create3DContext(canvas); |
+ |
+if (!gl) { |
+ testFailed("WebGL context does not exist"); |
+} else { |
+ testPassed("WebGL context exists"); |
+ |
+ var texturedShaders = [ |
+ wtu.setupSimpleTextureVertexShader(gl), |
+ wtu.loadShaderFromScript(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); |
+ runRenderTargetTest(testProgram); |
+ runUniqueObjectTest(); |
+ } |
+} |
+ |
+// Needs to be global for shouldBe to see it. |
+var pixels; |
+ |
+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() |
+{ |
+ pixels = new Uint8Array(4); |
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
+ // Outputs green if OK, red if not. |
+ shouldBe("pixels[0]", "0"); |
+ shouldBe("pixels[1]", "255"); |
+ shouldBe("pixels[2]", "0"); |
+ shouldBe("pixels[3]", "255"); |
+} |
+ |
+function runTextureCreationTest(testProgram, extensionEnabled) |
+{ |
+ var expectFailure = !extensionEnabled; |
+ |
+ var texture = allocateTexture(); |
+ // Generate data. |
+ var width = 2; |
+ var height = 2; |
+ var numberOfChannels = 4; |
+ var data = new Float32Array(width * height * numberOfChannels); |
+ for (var ii = 0; ii < data.length; ++ii) { |
+ data[ii] = 10000; |
+ } |
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, 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.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0); |
+ wtu.drawQuad(gl); |
+ checkRenderingResults(); |
+} |
+ |
+function runRenderTargetTest(testProgram) |
+{ |
+ 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"); |
+ |
+ // 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); |
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); |
+ // While strictly speaking it is probably legal for a WebGL implementation to support |
+ // floating-point textures but not as attachments to framebuffer objects, any such |
+ // implementation is so poor that it arguably should not advertise support for the |
+ // OES_texture_float extension. For this reason the conformance test requires that the |
+ // framebuffer is complete here. |
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) |
+ return; |
+ |
+ var shaders = [ |
+ wtu.loadShaderFromScript(gl, "positionVertexShader"), |
+ wtu.loadShaderFromScript(gl, "floatingPointFragmentShader") |
+ ]; |
+ var renderProgram = |
+ wtu.setupProgram(gl, |
+ shaders, |
+ ['vPosition'], |
+ [0]); |
+ wtu.drawQuad(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.drawQuad(gl); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture should succeed"); |
+ checkRenderingResults(); |
+} |
+ |
+function attemptToForceGC() |
+{ |
+ var holderArray = []; |
+ var tempArray; |
+ window.tempArray = holderArray; |
+ for (var i = 0; i < 12; ++i) { |
+ tempArray = []; |
+ for (var j = 0; j < 1024 * 1024; ++j) { |
+ tempArray.push(0); |
+ } |
+ holderArray.push(tempArray); |
+ } |
+ window.tempArray = null; |
+} |
+ |
+function runUniqueObjectTest() |
+{ |
+ debug("Testing that getExtension() returns the same object each time"); |
+ gl.getExtension("OES_texture_float").myProperty = 2; |
+ if (window.GCController) { |
+ window.GCController.collect(); |
+ } else if (window.opera && window.opera.collect) { |
+ window.opera.collect(); |
+ } else { |
+ attemptToForceGC(); |
+ } |
+ shouldBe('gl.getExtension("OES_texture_float").myProperty', '2'); |
+} |
+ |
+ |
+debug(""); |
+successfullyParsed = true; |
+</script> |
+<script src="../../resources/js-test-post.js"></script> |
+ |
+</body> |
+</html> |
Property changes on: conformance/extensions/oes-texture-float.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |