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Issue 14860016: Implement OES_texture_float_linear and OES_texture_half_float_linear extensions in WebGL. (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Created 7 years, 7 months ago
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1 <!--
2
3 /*
4 ** Copyright (c) 2012 The Khronos Group Inc.
Ken Russell (switch to Gerrit) 2013/05/13 20:00:35 2013.
5 **
6 ** Permission is hereby granted, free of charge, to any person obtaining a
7 ** copy of this software and/or associated documentation files (the
8 ** "Materials"), to deal in the Materials without restriction, including
9 ** without limitation the rights to use, copy, modify, merge, publish,
10 ** distribute, sublicense, and/or sell copies of the Materials, and to
11 ** permit persons to whom the Materials are furnished to do so, subject to
12 ** the following conditions:
13 **
14 ** The above copyright notice and this permission notice shall be included
15 ** in all copies or substantial portions of the Materials.
16 **
17 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
21 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
24 */
25
26 -->
27
28 <!DOCTYPE html>
29 <html>
30 <head>
31 <meta charset="utf-8">
32 <title>WebGL OES_texture_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 -->
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(4.0, 2.0, 0.5, 1);
49 }
50 </script>
51 <script id="texCubFshader" type="x-shader/x-fragment">
Ken Russell (switch to Gerrit) 2013/05/13 20:00:35 Typo here and throughout: texCubFshader -> texCube
52 uniform samplerCube tex;
53 void main()
54 {
55 gl_FragColor = textureCube(tex, normalize(vec3(0.5, 0.5, 1))) * vec4(4.0, 2. 0, 0.5, 1);
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_float_linea r extension, if it is available.");
69
70 debug("");
71
72 var wtu = WebGLTestUtils;
73 var canvas = document.getElementById("canvas");
74 var gl = wtu.create3DContext(canvas);
75 if (!gl) {
76 testFailed("WebGL context does not exist");
77 } else {
78 testPassed("WebGL context exists");
79
80 if (!gl.getExtension("OES_texture_float")) {
81 testPassed("No OES_texture_float support -- this is legal");
82 } else {
83 testPassed("Successfully enabled OES_texture_float extension");
84
85 // Before OES_texture_float_linear extension is enabled
86 var extensionEabled = false;
87 runTestSuit(extensionEabled);
Ken Russell (switch to Gerrit) 2013/05/13 20:00:35 Typo here and throughout: runTestSuit -> runTestSu
88
89 if (!gl.getExtension("OES_texture_float_linear"))
90 testPassed("No OES_texture_float_linear support -- this is legal");
91 else {
92 // OES_texture_float_linear extension is enabled
93 extensionEabled = true;
94 runTestSuit(extensionEabled);
95 }
96 }
97 }
98
99 function runTestSuit(extensionEabled)
Ken Russell (switch to Gerrit) 2013/05/13 20:00:35 Typo here and throughout: extensionEabled -> exten
100 {
101 var magF = [gl.NEAREST, gl.LINEAR];
102 var minF = [gl.NEAREST, gl.LINEAR, gl.NEAREST_MIPMAP_NEAREST, gl.NEAREST_MIP MAP_LINEAR, gl.LINEAR_MIPMAP_NEAREST, gl.LINEAR_MIPMAP_LINEAR];
103 // TEXTURE_2D
104 var program = wtu.setupProgram(gl, ["positionVertexShader", "testFragmentSha der"]);
105 gl.useProgram(program);
106 wtu.setupUnitQuad(gl);
107 for (var kk = 0; kk < 2; ++kk) {
108 for (var ii = 0; ii < 6; ++ii) {
109 var linear = false;
110 if (magF[kk] == gl.LINEAR || (minF[ii] != gl.NEAREST && minF[ii] != gl.NEAREST_MIPMAP_NEAREST))
111 linear = true;
112 var color = (!extensionEabled && linear) ? [0, 0, 0, 255] : [255, 25 5, 255, 255];
113 runEachTest(gl.TEXTURE_2D, magF[kk], minF[ii], linear, extensionEabl ed, color, linear);
114 }
115 }
116
117 // TEXTURE_CUBE_MAP
118 var programCube = wtu.setupProgram(gl, ["positionVertexShader", "texCubFshad er"]);
119 gl.useProgram(programCube);
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] : [255, 25 5, 255, 255];
127 runEachTest(gl.TEXTURE_CUBE_MAP, magF[kk], minF[ii], linear, extensi onEabled, color, linear);
128 }
129 }
130
131 }
132
133 function runEachTest(textureTarget, magFilter, minFilter, linear, extensionEnabl ed, expected, expectFailure)
Ken Russell (switch to Gerrit) 2013/05/13 20:00:35 The "expectFailure" argument should be removed; se
134 {
135 var format = gl.RGBA;
136 var numberOfChannels = 4;
137 debug("");
138 debug("testing target: " + wtu.glEnumToString(gl,textureTarget) +
139 ", testing format: " + wtu.glEnumToString(gl, format) +
140 ", magFilter is: " + wtu.glEnumToString(gl, magFilter) +
141 ", minFilter is: " + wtu.glEnumToString(gl, minFilter) +
142 ", OES_texture_float_linear is " + (extensionEnabled ? "enabled": "no t enabled")
143 );
144 var texture = gl.createTexture();
145 // Generate data.
146 var width = 1;
147 var height = 1;
Ken Russell (switch to Gerrit) 2013/05/13 20:00:35 Please use a larger texture, at least 2x2 if not 4
Jun Jiang 2013/05/14 02:04:00 I used size 4x4 in test and changed to 1*1 when up
148 var color = [0.25, 0.5, 2.0, 1.0];
149 var data = new Float32Array(width * height * numberOfChannels);
150 for (var ii = 0; ii < width; ++ii)
151 for (var jj = 0; jj < height; ++jj)
152 for (var kk = 0; kk < numberOfChannels; kk++)
153 data[(jj* width + ii)*numberOfChannels + kk] = color[kk];
154
155 gl.bindTexture(textureTarget, texture);
156 gl.texParameteri(textureTarget, gl.TEXTURE_MAG_FILTER, magFilter);
157 gl.texParameteri(textureTarget, gl.TEXTURE_MIN_FILTER, minFilter);
158 gl.texParameteri(textureTarget, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
159 gl.texParameteri(textureTarget, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
160
161 if (textureTarget == gl.TEXTURE_2D) {
162 gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, gl.FLO AT, data);
163 if (minFilter != gl.NEAREST && minFilter != gl.LINEAR)
164 gl.generateMipmap(gl.TEXTURE_2D);
165 }
166 else if (textureTarget == gl.TEXTURE_CUBE_MAP) {
167 var targets = [
168 gl.TEXTURE_CUBE_MAP_POSITIVE_X,
169 gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
170 gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
171 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
172 gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
173 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
174 for (var tt = 0; tt < targets.length; ++tt) {
175 gl.texImage2D(targets[tt], 0, format, width, height, 0, format, gl.FLOAT, data);
176 }
177 if (minFilter != gl.NEAREST && minFilter != gl.LINEAR)
178 gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
179 }
180 // wtu.clearAndDrawUnitQuad(gl);
Ken Russell (switch to Gerrit) 2013/05/13 20:00:35 Remove commented-out code.
181 wtu.drawQuad(gl);
182 if (!linear) {
Ken Russell (switch to Gerrit) 2013/05/13 20:00:35 The error checks here are incorrect. According to
Jun Jiang 2013/05/14 02:04:00 Thanks for your comments. Here I set the texture s
183 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture with non-Linear filter would succeed no matter OES_texture_float_linear is enabled or not");
184 } else if (expectFailure) {
185 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture with Linear fil ter would produe [0, 0, 0, 1.0] if OES_texture_float_linear isn't enabled");
186 } else {
187 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture with Linear fil ter would succeed if OES_texture_float_linear is enabled");
188 }
189
190 wtu.checkCanvas(gl, expected, "should be " + expected[0] + "," + expected[1] + "," + expected[2] + "," + expected[3]);
191 }
192
193 debug("");
194 // Needs to be global for shouldBe to see it.
195 var pixels;
196 var successfullyParsed = true;
197 </script>
198 <script src="../../resources/js-test-post.js"></script>
199
200 </body>
201 </html>
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