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| 1 <!-- | |
| 2 Copyright (c) 2011 The Chromium Authors. All rights reserved. | |
| 3 Use of this source code is governed by a BSD-style license that can be | |
| 4 found in the LICENSE file. | |
| 5 --> | |
| 6 <!DOCTYPE html> | |
| 7 <html> | |
| 8 <head> | |
| 9 <meta charset="utf-8"> | |
| 10 <title>WebGL OES_texture_float Conformance Tests</title> | |
| 11 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
| 12 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></scri
pt> | |
| 13 <script src="../resources/js-test-pre.js"></script> | |
| 14 <script src="resources/webgl-test.js"></script> | |
| 15 <script src="resources/webgl-test-utils.js"></script> | |
| 16 </head> | |
| 17 <body> | |
| 18 <div id="description"></div> | |
| 19 <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> | |
| 20 <div id="console"></div> | |
| 21 <!-- Shaders for testing floating-point textures --> | |
| 22 <script id="testFragmentShader" type="x-shader/x-fragment"> | |
| 23 precision mediump float; | |
| 24 uniform sampler2D tex; | |
| 25 varying vec2 texCoord; | |
| 26 void main() | |
| 27 { | |
| 28 vec4 color = texture2D(tex, texCoord); | |
| 29 if (abs(color.r - 10000.0) + | |
| 30 abs(color.g - 10000.0) + | |
| 31 abs(color.b - 10000.0) + | |
| 32 abs(color.a - 10000.0) < 8.0) { | |
| 33 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); | |
| 34 } else { | |
| 35 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | |
| 36 } | |
| 37 } | |
| 38 </script> | |
| 39 <!-- Shaders for testing floating-point render targets --> | |
| 40 <script id="positionVertexShader" type="x-shader/x-vertex"> | |
| 41 attribute vec4 vPosition; | |
| 42 void main() | |
| 43 { | |
| 44 gl_Position = vPosition; | |
| 45 } | |
| 46 </script> | |
| 47 <script id="floatingPointFragmentShader" type="x-shader/x-fragment"> | |
| 48 void main() | |
| 49 { | |
| 50 gl_FragColor = vec4(10000.0, 10000.0, 10000.0, 10000.0); | |
| 51 } | |
| 52 </script> | |
| 53 <script> | |
| 54 description("This test verifies the functionality of the OES_texture_float exten
sion, if it is available."); | |
| 55 | |
| 56 debug(""); | |
| 57 | |
| 58 var wtu = WebGLTestUtils; | |
| 59 var canvas = document.getElementById("canvas"); | |
| 60 var gl = create3DContext(canvas); | |
| 61 | |
| 62 if (!gl) { | |
| 63 testFailed("WebGL context does not exist"); | |
| 64 } else { | |
| 65 testPassed("WebGL context exists"); | |
| 66 | |
| 67 var texturedShaders = [ | |
| 68 wtu.setupSimpleTextureVertexShader(gl), | |
| 69 wtu.loadShaderFromScript(gl, "testFragmentShader") | |
| 70 ]; | |
| 71 var testProgram = | |
| 72 wtu.setupProgram(gl, | |
| 73 texturedShaders, | |
| 74 ['vPosition', 'texCoord0'], | |
| 75 [0, 1]); | |
| 76 var quadParameters = wtu.setupUnitQuad(gl, 0, 1); | |
| 77 | |
| 78 // First verify that allocation of floating-point textures fails if | |
| 79 // the extension has not been enabled yet. | |
| 80 runTextureCreationTest(testProgram, false); | |
| 81 | |
| 82 if (!gl.getExtension("OES_texture_float")) { | |
| 83 testPassed("No OES_texture_float support -- this is legal"); | |
| 84 } else { | |
| 85 testPassed("Successfully enabled OES_texture_float extension"); | |
| 86 runTextureCreationTest(testProgram, true); | |
| 87 runRenderTargetTest(testProgram); | |
| 88 runUniqueObjectTest(); | |
| 89 } | |
| 90 } | |
| 91 | |
| 92 // Needs to be global for shouldBe to see it. | |
| 93 var pixels; | |
| 94 | |
| 95 function allocateTexture() | |
| 96 { | |
| 97 var texture = gl.createTexture(); | |
| 98 gl.bindTexture(gl.TEXTURE_2D, texture); | |
| 99 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
| 100 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
| 101 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
| 102 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
| 103 glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed"); | |
| 104 return texture; | |
| 105 } | |
| 106 | |
| 107 function checkRenderingResults() | |
| 108 { | |
| 109 pixels = new Uint8Array(4); | |
| 110 gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); | |
| 111 // Outputs green if OK, red if not. | |
| 112 shouldBe("pixels[0]", "0"); | |
| 113 shouldBe("pixels[1]", "255"); | |
| 114 shouldBe("pixels[2]", "0"); | |
| 115 shouldBe("pixels[3]", "255"); | |
| 116 } | |
| 117 | |
| 118 function runTextureCreationTest(testProgram, extensionEnabled) | |
| 119 { | |
| 120 var expectFailure = !extensionEnabled; | |
| 121 | |
| 122 var texture = allocateTexture(); | |
| 123 // Generate data. | |
| 124 var width = 2; | |
| 125 var height = 2; | |
| 126 var numberOfChannels = 4; | |
| 127 var data = new Float32Array(width * height * numberOfChannels); | |
| 128 for (var ii = 0; ii < data.length; ++ii) { | |
| 129 data[ii] = 10000; | |
| 130 } | |
| 131 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT
, data); | |
| 132 if (expectFailure) { | |
| 133 glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation
must be disallowed if OES_texture_float isn't enabled"); | |
| 134 return; | |
| 135 } else { | |
| 136 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation shou
ld succeed if OES_texture_float is enabled"); | |
| 137 } | |
| 138 // Verify that the texture actually works for sampling and contains the expe
cted data. | |
| 139 gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0); | |
| 140 wtu.drawQuad(gl); | |
| 141 checkRenderingResults(); | |
| 142 } | |
| 143 | |
| 144 function runRenderTargetTest(testProgram) | |
| 145 { | |
| 146 var texture = allocateTexture(); | |
| 147 var width = 2; | |
| 148 var height = 2; | |
| 149 var numberOfChannels = 4; | |
| 150 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT
, null); | |
| 151 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should s
ucceed if OES_texture_float is enabled"); | |
| 152 | |
| 153 // Use this texture as a render target. | |
| 154 var fbo = gl.createFramebuffer(); | |
| 155 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); | |
| 156 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D,
texture, 0); | |
| 157 gl.bindTexture(gl.TEXTURE_2D, null); | |
| 158 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLE
TE"); | |
| 159 // While strictly speaking it is probably legal for a WebGL implementation t
o support | |
| 160 // floating-point textures but not as attachments to framebuffer objects, an
y such | |
| 161 // implementation is so poor that it arguably should not advertise support f
or the | |
| 162 // OES_texture_float extension. For this reason the conformance test require
s that the | |
| 163 // framebuffer is complete here. | |
| 164 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) | |
| 165 return; | |
| 166 | |
| 167 var shaders = [ | |
| 168 wtu.loadShaderFromScript(gl, "positionVertexShader"), | |
| 169 wtu.loadShaderFromScript(gl, "floatingPointFragmentShader") | |
| 170 ]; | |
| 171 var renderProgram = | |
| 172 wtu.setupProgram(gl, | |
| 173 shaders, | |
| 174 ['vPosition'], | |
| 175 [0]); | |
| 176 wtu.drawQuad(gl); | |
| 177 glErrorShouldBe(gl, gl.NO_ERROR, "rendering to floating-point texture should
succeed"); | |
| 178 | |
| 179 // Now sample from the floating-point texture and verify we got the correct
values. | |
| 180 gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
| 181 gl.bindTexture(gl.TEXTURE_2D, texture); | |
| 182 gl.useProgram(testProgram); | |
| 183 gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0); | |
| 184 wtu.drawQuad(gl); | |
| 185 glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture shou
ld succeed"); | |
| 186 checkRenderingResults(); | |
| 187 } | |
| 188 | |
| 189 function attemptToForceGC() | |
| 190 { | |
| 191 var holderArray = []; | |
| 192 var tempArray; | |
| 193 window.tempArray = holderArray; | |
| 194 for (var i = 0; i < 12; ++i) { | |
| 195 tempArray = []; | |
| 196 for (var j = 0; j < 1024 * 1024; ++j) { | |
| 197 tempArray.push(0); | |
| 198 } | |
| 199 holderArray.push(tempArray); | |
| 200 } | |
| 201 window.tempArray = null; | |
| 202 } | |
| 203 | |
| 204 function runUniqueObjectTest() | |
| 205 { | |
| 206 debug("Testing that getExtension() returns the same object each time"); | |
| 207 gl.getExtension("OES_texture_float").myProperty = 2; | |
| 208 if (window.GCController) { | |
| 209 window.GCController.collect(); | |
| 210 } else if (window.opera && window.opera.collect) { | |
| 211 window.opera.collect(); | |
| 212 } else { | |
| 213 attemptToForceGC(); | |
| 214 } | |
| 215 shouldBe('gl.getExtension("OES_texture_float").myProperty', '2'); | |
| 216 } | |
| 217 | |
| 218 | |
| 219 debug(""); | |
| 220 successfullyParsed = true; | |
| 221 </script> | |
| 222 <script src="../resources/js-test-post.js"></script> | |
| 223 | |
| 224 </body> | |
| 225 </html> | |
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