| Index: conformance/oes-texture-float.html
|
| ===================================================================
|
| --- conformance/oes-texture-float.html (revision 106149)
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| +++ conformance/oes-texture-float.html (working copy)
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| @@ -1,225 +0,0 @@
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| -<!--
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| -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>
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| -<html>
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| -<head>
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| -<meta charset="utf-8">
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| -<title>WebGL OES_texture_float Conformance Tests</title>
|
| -<link rel="stylesheet" href="../resources/js-test-style.css"/>
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| -<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
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| -<script src="../resources/js-test-pre.js"></script>
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| -<script src="resources/webgl-test.js"></script>
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| -<script src="resources/webgl-test-utils.js"></script>
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| -</head>
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| -<body>
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| -<div id="description"></div>
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| -<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
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| -<div id="console"></div>
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| -<!-- Shaders for testing floating-point textures -->
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| -<script id="testFragmentShader" type="x-shader/x-fragment">
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| -precision mediump float;
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| -uniform sampler2D tex;
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| -varying vec2 texCoord;
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| -void main()
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| -{
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| - vec4 color = texture2D(tex, texCoord);
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| - if (abs(color.r - 10000.0) +
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| - abs(color.g - 10000.0) +
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| - abs(color.b - 10000.0) +
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| - abs(color.a - 10000.0) < 8.0) {
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| - gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
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| - } else {
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| - gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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| - }
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| -}
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| -</script>
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| -<!-- Shaders for testing floating-point render targets -->
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| -<script id="positionVertexShader" type="x-shader/x-vertex">
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| -attribute vec4 vPosition;
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| -void main()
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| -{
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| - gl_Position = vPosition;
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| -}
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| -</script>
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| -<script id="floatingPointFragmentShader" type="x-shader/x-fragment">
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| -void main()
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| -{
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| - gl_FragColor = vec4(10000.0, 10000.0, 10000.0, 10000.0);
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| -}
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| -</script>
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| -<script>
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| -description("This test verifies the functionality of the OES_texture_float extension, if it is available.");
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| -
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| -debug("");
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| -
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| -var wtu = WebGLTestUtils;
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| -var canvas = document.getElementById("canvas");
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| -var gl = create3DContext(canvas);
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| -
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| -if (!gl) {
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| - testFailed("WebGL context does not exist");
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| -} else {
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| - testPassed("WebGL context exists");
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| -
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| - var texturedShaders = [
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| - wtu.setupSimpleTextureVertexShader(gl),
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| - wtu.loadShaderFromScript(gl, "testFragmentShader")
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| - ];
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| - var testProgram =
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| - wtu.setupProgram(gl,
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| - texturedShaders,
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| - ['vPosition', 'texCoord0'],
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| - [0, 1]);
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| - var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
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| -
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| - // First verify that allocation of floating-point textures fails if
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| - // the extension has not been enabled yet.
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| - runTextureCreationTest(testProgram, false);
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| -
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| - if (!gl.getExtension("OES_texture_float")) {
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| - testPassed("No OES_texture_float support -- this is legal");
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| - } else {
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| - testPassed("Successfully enabled OES_texture_float extension");
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| - runTextureCreationTest(testProgram, true);
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| - runRenderTargetTest(testProgram);
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| - runUniqueObjectTest();
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| - }
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| -}
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| -
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| -// Needs to be global for shouldBe to see it.
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| -var pixels;
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| -
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| -function allocateTexture()
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| -{
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| - var texture = gl.createTexture();
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| - gl.bindTexture(gl.TEXTURE_2D, texture);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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| - glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed");
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| - return texture;
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| -}
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| -
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| -function checkRenderingResults()
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| -{
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| - pixels = new Uint8Array(4);
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| - gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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| - // Outputs green if OK, red if not.
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| - shouldBe("pixels[0]", "0");
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| - shouldBe("pixels[1]", "255");
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| - shouldBe("pixels[2]", "0");
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| - shouldBe("pixels[3]", "255");
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| -}
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| -
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| -function runTextureCreationTest(testProgram, extensionEnabled)
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| -{
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| - var expectFailure = !extensionEnabled;
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| -
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| - var texture = allocateTexture();
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| - // Generate data.
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| - var width = 2;
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| - var height = 2;
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| - var numberOfChannels = 4;
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| - var data = new Float32Array(width * height * numberOfChannels);
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| - for (var ii = 0; ii < data.length; ++ii) {
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| - data[ii] = 10000;
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| - }
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| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, data);
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| - if (expectFailure) {
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| - glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation must be disallowed if OES_texture_float isn't enabled");
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| - return;
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| - } else {
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| - glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
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| - }
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| - // Verify that the texture actually works for sampling and contains the expected data.
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| - gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
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| - wtu.drawQuad(gl);
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| - checkRenderingResults();
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| -}
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| -
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| -function runRenderTargetTest(testProgram)
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| -{
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| - var texture = allocateTexture();
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| - var width = 2;
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| - var height = 2;
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| - var numberOfChannels = 4;
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| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
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| - glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
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| -
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| - // Use this texture as a render target.
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| - var fbo = gl.createFramebuffer();
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| - gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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| - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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| - gl.bindTexture(gl.TEXTURE_2D, null);
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| - shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
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| - // While strictly speaking it is probably legal for a WebGL implementation to support
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| - // floating-point textures but not as attachments to framebuffer objects, any such
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| - // implementation is so poor that it arguably should not advertise support for the
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| - // OES_texture_float extension. For this reason the conformance test requires that the
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| - // framebuffer is complete here.
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| - if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
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| - return;
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| -
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| - var shaders = [
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| - wtu.loadShaderFromScript(gl, "positionVertexShader"),
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| - wtu.loadShaderFromScript(gl, "floatingPointFragmentShader")
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| - ];
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| - var renderProgram =
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| - wtu.setupProgram(gl,
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| - shaders,
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| - ['vPosition'],
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| - [0]);
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| - wtu.drawQuad(gl);
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| - glErrorShouldBe(gl, gl.NO_ERROR, "rendering to floating-point texture should succeed");
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| -
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| - // Now sample from the floating-point texture and verify we got the correct values.
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| - gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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| - gl.bindTexture(gl.TEXTURE_2D, texture);
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| - gl.useProgram(testProgram);
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| - gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
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| - wtu.drawQuad(gl);
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| - glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture should succeed");
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| - checkRenderingResults();
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| -}
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| -
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| -function attemptToForceGC()
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| -{
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| - var holderArray = [];
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| - var tempArray;
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| - window.tempArray = holderArray;
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| - for (var i = 0; i < 12; ++i) {
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| - tempArray = [];
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| - for (var j = 0; j < 1024 * 1024; ++j) {
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| - tempArray.push(0);
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| - }
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| - holderArray.push(tempArray);
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| - }
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| - window.tempArray = null;
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| -}
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| -
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| -function runUniqueObjectTest()
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| -{
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| - debug("Testing that getExtension() returns the same object each time");
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| - gl.getExtension("OES_texture_float").myProperty = 2;
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| - if (window.GCController) {
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| - window.GCController.collect();
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| - } else if (window.opera && window.opera.collect) {
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| - window.opera.collect();
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| - } else {
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| - attemptToForceGC();
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| - }
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| - shouldBe('gl.getExtension("OES_texture_float").myProperty', '2');
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| -}
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| -
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| -
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| -debug("");
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| -successfullyParsed = true;
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| -</script>
|
| -<script src="../resources/js-test-post.js"></script>
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| -
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| -</body>
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| -</html>
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|
|