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> |