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Issue 9360034: Remove everthing except conformance tests in the deps/third_party/webgl (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
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1 <!--
2 Copyright (c) 2009 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 PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
7 "http://www.w3.org/TR/html4/loose.dtd">
8 <html>
9 <head>
10 <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
11 <title>WebGL OES_texture_float Conformance Tests</title>
12 <link rel="stylesheet" href="../resources/js-test-style.css"/>
13 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></scri pt>
14 <script src="../resources/js-test-pre.js"></script>
15 <script src="resources/webgl-test.js"></script>
16 <script src="resources/webgl-test-utils.js"></script>
17 </head>
18 <body>
19 <div id="description"></div>
20 <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
21 <div id="console"></div>
22 <!-- Shaders for testing floating-point textures -->
23 <script id="testFragmentShader" type="x-shader/x-fragment">
24 precision mediump float;
25 uniform sampler2D tex;
26 varying vec2 texCoord;
27 void main()
28 {
29 vec4 color = texture2D(tex, texCoord);
30 if (abs(color.r - 10000.0) +
31 abs(color.g - 10000.0) +
32 abs(color.b - 10000.0) +
33 abs(color.a - 10000.0) < 8.0) {
34 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
35 } else {
36 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
37 }
38 }
39 </script>
40 <!-- Shaders for testing floating-point render targets -->
41 <script id="positionVertexShader" type="x-shader/x-vertex">
42 attribute vec4 vPosition;
43 void main()
44 {
45 gl_Position = vPosition;
46 }
47 </script>
48 <script id="floatingPointFragmentShader" type="x-shader/x-fragment">
49 void main()
50 {
51 gl_FragColor = vec4(10000.0, 10000.0, 10000.0, 10000.0);
52 }
53 </script>
54 <script>
55 description("This test verifies the functionality of the OES_texture_float exten sion, if it is available.");
56
57 debug("");
58
59 var wtu = WebGLTestUtils;
60 var canvas = document.getElementById("canvas");
61 var gl = create3DContext(canvas);
62
63 if (!gl) {
64 testFailed("WebGL context does not exist");
65 } else {
66 testPassed("WebGL context exists");
67
68 var texturedShaders = [
69 wtu.setupSimpleTextureVertexShader(gl),
70 wtu.loadShaderFromScript(gl, "testFragmentShader")
71 ];
72 var testProgram =
73 wtu.setupProgram(gl,
74 texturedShaders,
75 ['vPosition', 'texCoord0'],
76 [0, 1]);
77 var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
78
79 // First verify that allocation of floating-point textures fails if
80 // the extension has not been enabled yet.
81 runTextureCreationTest(testProgram, false);
82
83 if (!gl.getExtension("OES_texture_float")) {
84 testPassed("No OES_texture_float support -- this is legal");
85 } else {
86 testPassed("Successfully enabled OES_texture_float extension");
87 runTextureCreationTest(testProgram, true);
88 runRenderTargetTest(testProgram);
89 runUniqueObjectTest();
90 }
91 }
92
93 // Needs to be global for shouldBe to see it.
94 var pixels;
95
96 function allocateTexture()
97 {
98 var texture = gl.createTexture();
99 gl.bindTexture(gl.TEXTURE_2D, texture);
100 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
101 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
102 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
103 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
104 glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed");
105 return texture;
106 }
107
108 function checkRenderingResults()
109 {
110 pixels = new Uint8Array(4);
111 gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
112 // Outputs green if OK, red if not.
113 shouldBe("pixels[0]", "0");
114 shouldBe("pixels[1]", "255");
115 shouldBe("pixels[2]", "0");
116 shouldBe("pixels[3]", "255");
117 }
118
119 function runTextureCreationTest(testProgram, extensionEnabled)
120 {
121 var expectFailure = !extensionEnabled;
122
123 var texture = allocateTexture();
124 // Generate data.
125 var width = 2;
126 var height = 2;
127 var numberOfChannels = 4;
128 var data = new Float32Array(width * height * numberOfChannels);
129 for (var ii = 0; ii < data.length; ++ii) {
130 data[ii] = 10000;
131 }
132 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT , data);
133 if (expectFailure) {
134 glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation must be disallowed if OES_texture_float isn't enabled");
135 return;
136 } else {
137 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation shou ld succeed if OES_texture_float is enabled");
138 }
139 // Verify that the texture actually works for sampling and contains the expe cted data.
140 gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
141 wtu.drawQuad(gl);
142 checkRenderingResults();
143 }
144
145 function runRenderTargetTest(testProgram)
146 {
147 var texture = allocateTexture();
148 var width = 2;
149 var height = 2;
150 var numberOfChannels = 4;
151 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT , null);
152 glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should s ucceed if OES_texture_float is enabled");
153
154 // Use this texture as a render target.
155 var fbo = gl.createFramebuffer();
156 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
157 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
158 gl.bindTexture(gl.TEXTURE_2D, null);
159 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLE TE");
160 // While strictly speaking it is probably legal for a WebGL implementation t o support
161 // floating-point textures but not as attachments to framebuffer objects, an y such
162 // implementation is so poor that it arguably should not advertise support f or the
163 // OES_texture_float extension. For this reason the conformance test require s that the
164 // framebuffer is complete here.
165 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
166 return;
167
168 var shaders = [
169 wtu.loadShaderFromScript(gl, "positionVertexShader"),
170 wtu.loadShaderFromScript(gl, "floatingPointFragmentShader")
171 ];
172 var renderProgram =
173 wtu.setupProgram(gl,
174 shaders,
175 ['vPosition'],
176 [0]);
177 wtu.drawQuad(gl);
178 glErrorShouldBe(gl, gl.NO_ERROR, "rendering to floating-point texture should succeed");
179
180 // Now sample from the floating-point texture and verify we got the correct values.
181 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
182 gl.bindTexture(gl.TEXTURE_2D, texture);
183 gl.useProgram(testProgram);
184 gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
185 wtu.drawQuad(gl);
186 glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture shou ld succeed");
187 checkRenderingResults();
188 }
189
190 function attemptToForceGC()
191 {
192 var holderArray = [];
193 var tempArray;
194 window.tempArray = holderArray;
195 for (var i = 0; i < 12; ++i) {
196 tempArray = [];
197 for (var j = 0; j < 1024 * 1024; ++j) {
198 tempArray.push(0);
199 }
200 holderArray.push(tempArray);
201 }
202 window.tempArray = null;
203 }
204
205 function runUniqueObjectTest()
206 {
207 debug("Testing that getExtension() returns the same object each time");
208 gl.getExtension("OES_texture_float").myProperty = 2;
209 if (window.GCController) {
210 window.GCController.collect();
211 } else {
212 attemptToForceGC();
213 }
214 shouldBe('gl.getExtension("OES_texture_float").myProperty', '2');
215 }
216
217
218 debug("");
219 successfullyParsed = true;
220 </script>
221 <script src="../resources/js-test-post.js"></script>
222 <script>
223 </script>
224
225 </body>
226 </html>
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