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Unified Diff: third_party/webgl/sdk/tests/conformance/extensions/oes-texture-float.html

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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Index: third_party/webgl/sdk/tests/conformance/extensions/oes-texture-float.html
===================================================================
--- third_party/webgl/sdk/tests/conformance/extensions/oes-texture-float.html (revision 121077)
+++ third_party/webgl/sdk/tests/conformance/extensions/oes-texture-float.html (working copy)
@@ -1,225 +0,0 @@
-<!--
-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>

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