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+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>OES_texture_float/WEBGL_color_buffer_float</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<script src="../../js/tests/ext-float-blend.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;
+uniform vec4 subtractor;
+varying vec2 texCoord;
+void main()
+{
+ vec4 color = texture2D(tex, texCoord);
+ if (abs(color.r - subtractor.r) +
+ abs(color.g - subtractor.g) +
+ abs(color.b - subtractor.b) +
+ abs(color.a - subtractor.a) < 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>
+"use strict";
+description("This test verifies the functionality of the OES_texture_float and WEBGL_color_buffer_float extensions, if available.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas);
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ var texturedShaders = [
+ wtu.simpleTextureVertexShader,
+ "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");
+ // If alpha value is missing from a texture it gets filled to 1 when sampling according to GLES2.0 table 3.12
+ runTextureCreationTest(testProgram, true, gl.RGBA, 4, [10000, 10000, 10000, 10000]);
+ runTextureCreationTest(testProgram, true, gl.RGB, 3, [10000, 10000, 10000, 1]);
+ runTextureCreationTest(testProgram, true, gl.LUMINANCE, 1, [10000, 10000, 10000, 1]);
+ runTextureCreationTest(testProgram, true, gl.ALPHA, 1, [0, 0, 0, 10000]);
+ runTextureCreationTest(testProgram, true, gl.LUMINANCE_ALPHA, 2, [10000, 10000, 10000, 10000]);
+
+ (function() {
+ debug("");
+ var renderable = isRenderable(gl);
+ var renderableExtName = "WEBGL_color_buffer_float";
+ var supported = gl.getSupportedExtensions().includes(renderableExtName);
+ if (renderable && !supported) {
+ testFailed("RGBA/FLOAT is color renderable but " + renderableExtName + " not exposed");
+ } else if (supported && !renderable) {
+ testFailed(renderableExtName + " is exposed but RGBA/FLOAT is not color renderable");
+ }
+ if (supported) {
+ runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 0, true);
+ runRenderTargetAndReadbackTest(testProgram, gl.RGB, 3, [10000, 10000, 10000, 1], 0, false);
+ runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 1, true);
+ runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 0.5, true);
+ runFramebufferTest();
+
+ debug("");
+ debug("Test float32 blending without EXT_float_blend.");
+ testExtFloatBlend(gl.RGBA);
+
+ debug("");
+ debug("Testing that float32 blending succeeds with EXT_float_blend.");
+ if (!gl.getExtension("EXT_float_blend")) {
+ testPassed("No EXT_float_blend support -- this is legal");
+ return;
+ }
+ testExtFloatBlend(gl.RGBA);
+ }
+ })();
+
+ runUniqueObjectTest();
+ }
+}
+
+function isRenderable(gl) {
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.FLOAT, null);
+
+ var fb = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
+
+ var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ gl.deleteFramebuffer(fb);
+ gl.deleteTexture(tex);
+
+ return status == gl.FRAMEBUFFER_COMPLETE;
+}
+
+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);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed");
+ return texture;
+}
+
+function checkRenderingResults()
+{
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
+}
+
+function runTextureCreationTest(testProgram, extensionEnabled, opt_format, opt_numChannels, opt_subtractor)
+{
+ var format = opt_format || gl.RGBA;
+ var numberOfChannels = opt_numChannels || 4;
+ var expectFailure = !extensionEnabled;
+ var subtractor = opt_subtractor || [10000, 10000, 10000, 10000];
+
+ debug("");
+ debug("testing format: " + wtu.glEnumToString(gl, format) +
+ " expect:" + (extensionEnabled ? "success" : "failure"));
+
+ var texture = allocateTexture();
+ // Generate data.
+ var width = 2;
+ var height = 2;
+ var data = new Float32Array(width * height * numberOfChannels);
+ for (var ii = 0; ii < data.length; ++ii) {
+ data[ii] = 10000;
+ }
+ gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, gl.FLOAT, data);
+ if (expectFailure) {
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation must be disallowed if OES_texture_float isn't enabled");
+ return;
+ } else {
+ wtu.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.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor);
+ wtu.clearAndDrawUnitQuad(gl);
+ checkRenderingResults();
+
+ // Check that linear fails.
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
+}
+
+function arrayToString(arr, size) {
+ var mySize;
+ if (!size)
+ mySize = arr.length;
+ else
+ mySize = size;
+ var out = "[";
+ for (var ii = 0; ii < mySize; ++ii) {
+ if (ii > 0) {
+ out += ", ";
+ }
+ out += arr[ii];
+ }
+ return out + "]";
+}
+
+function runRenderTargetAndReadbackTest(testProgram, format, numberOfChannels, subtractor, texSubImageCover, requireRenderable)
+{
+ var formatString = wtu.glEnumToString(gl, format);
+ debug("");
+ debug("testing floating-point " + formatString + " render target" + (texSubImageCover > 0 ? " after calling texSubImage" : ""));
+
+ var texture = allocateTexture();
+ var width = 2;
+ var height = 2;
+ gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, gl.FLOAT, null);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
+
+ // Try to 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);
+ // It is legal for a WebGL implementation exposing the OES_texture_float extension to
+ // support floating-point textures but not as attachments to framebuffer objects.
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ if (requireRenderable)
+ testFailed("floating-point " + formatString + " render target not supported");
+ else
+ debug("floating-point " + formatString + " render target not supported -- this is legal");
+ return;
+ }
+
+ if (texSubImageCover > 0) {
+ // Ensure that replacing the whole texture or a part of it with texSubImage2D doesn't affect renderability
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ var data = new Float32Array(width * height * numberOfChannels * texSubImageCover);
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height * texSubImageCover, format, gl.FLOAT, data);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texSubImage2D should succeed if OES_texture_float is enabled");
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("render target support changed after calling texSubImage2D");
+ return;
+ }
+ }
+
+ var renderProgram =
+ wtu.setupProgram(gl,
+ ["positionVertexShader", "floatingPointFragmentShader"],
+ ['vPosition'],
+ [0]);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.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);
+ gl.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture should succeed");
+ checkRenderingResults();
+
+ // Finally, if the implementation supports floating-point readback, verify it.
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ var implFormat = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT);
+ var implType = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "getParameter of IMPLEMENTATION_COLOR_READ_{FORMAT|TYPE} should succeed");
+ if ((implFormat == gl.RGBA || implFormat == gl.RGB) && implType == gl.FLOAT) {
+ debug("Checking readback of floating-point values");
+ var arraySize = (implFormat == gl.RGBA) ? 4 : 3
+ var buf = new Float32Array(arraySize);
+ gl.readPixels(0, 0, 1, 1, implFormat, implType , buf);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "readPixels from floating-point renderbuffer should succeed");
+ var ok = true;
+ var tolerance = 8.0; // TODO: factor this out from both this test and the subtractor shader above.
+ for (var ii = 0; ii < buf.length; ++ii) {
+ if (Math.abs(buf[ii] - subtractor[ii]) > tolerance) {
+ ok = false;
+ break;
+ }
+ }
+ if (ok) {
+ testPassed("readPixels of float-type data from floating-point renderbuffer succeeded");
+ } else {
+ testFailed("readPixels of float-type data from floating-point renderbuffer failed: expected "
+ + arrayToString(subtractor, arraySize) + ", got " + arrayToString(buf));
+ }
+ }
+}
+
+function runUniqueObjectTest()
+{
+ debug("");
+ debug("Testing that getExtension() returns the same object each time");
+ gl.getExtension("OES_texture_float").myProperty = 2;
+ webglHarnessCollectGarbage();
+ shouldBe('gl.getExtension("OES_texture_float").myProperty', '2');
+}
+
+// Make sure we can call readPixels with the passed in arrayBufferConstructor and that the color
+// channels are the ones we expect. If there is a mismatch between the glType and arrayBuffer type,
+// fail the test.
+function verifyReadPixelsColors(red, green, blue, alpha, alphaRGB, glFormat, glType, arrayBufferConstructor) {
+ var typeName = wtu.glEnumToString(gl, glType);
+
+ debug(wtu.glEnumToString(gl, glFormat) + " framebuffer with " + typeName + " readback.");
+
+ var arrayBuffer = new arrayBufferConstructor(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "readPixels should return NO_ERROR when reading " + typeName + " data.");
+
+ assertMsg(arrayBuffer[0] === red, "Red channel should be " + red + " for " + typeName + " readPixels. Received: " + arrayBuffer[0]);
+ assertMsg(arrayBuffer[1] === green, "Green channel should be " + green + " for " + typeName + " readPixels. Received: " + arrayBuffer[1]);
+ assertMsg(arrayBuffer[2] === blue, "Blue channel should be " + blue + " for " + typeName + " readPixels. Received: " + arrayBuffer[2]);
+ if (glFormat === gl.RGBA) {
+ assertMsg(arrayBuffer[3] === alpha, "Alpha channel should be " + alpha + " for " + typeName + " readPixels. Received: " + arrayBuffer[3]);
+ } else if (glFormat === gl.RGB) {
+ assertMsg(arrayBuffer[3] === alphaRGB, "Alpha channel should be " + alphaRGB + " for " + typeName + " readPixels. Received: " + arrayBuffer[3]);
+ }
+
+ // Make sure any arrayBuffer types that are not equal to arrayBufferConstructor fail readPixels.
+ if (arrayBufferConstructor !== Uint8Array) {
+ arrayBuffer = new Uint8Array(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "readPixels should return INVALID_OPERATION when reading mismatched types. " + Uint8Array.toString());
+ }
+ if (arrayBufferConstructor !== Float32Array) {
+ arrayBuffer = new Float32Array(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "readPixels should return INVALID_OPERATION when reading mismatched types. " + Float32Array.toString());
+ }
+ if (arrayBufferConstructor !== Uint16Array) {
+ arrayBuffer = new Uint16Array(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, glType, arrayBuffer);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "readPixels should return INVALID_OPERATION when reading mismatched types. " + Uint16Array.toString());
+ }
+}
+
+// Verify that float textures attached to frame buffers function correctly with regard to framebuffer
+// completness, IMPLEMENTATION_COLOR_READ_FORMAT/TYPE and readPixels
+function runFramebufferTest() {
+ debug("");
+ debug("Framebuffer Tests");
+
+ var texture = allocateTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+
+ debug("Ensure non-color-renderable formats [LUMINANCE, LUMINANCE_ALPHA, ALPHA] fail.");
+ var arrayBufferFloatOutput = new Float32Array(4); // 4 color channels
+ [gl.LUMINANCE, gl.LUMINANCE_ALPHA, gl.ALPHA].forEach(function(badFormat) {
+ debug(wtu.glEnumToString(gl, badFormat) + " framebuffer");
+
+ gl.texImage2D(gl.TEXTURE_2D, 0, badFormat, 1, 1, 0, badFormat, gl.FLOAT, null);
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
+
+ shouldBeNull("gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT)");
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "IMPLEMENTATION_COLOR_READ_FORMAT should fail for incomplete framebuffers.");
+
+ shouldBeNull("gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE)");
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "IMPLEMENTATION_COLOR_READ_TYPE should fail for incomplete framebuffers.");
+
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.FLOAT, arrayBufferFloatOutput);
+ wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION , "readPixels should fail on incomplete framebuffers.");
+ debug("");
+ });
+
+ debug("Ensure color renderable formats [RGBA, RGB] succeed.");
+ var arrayBufferFloatInput = new Float32Array(4); // 4 color channels
+ arrayBufferFloatInput[0] = 0;
+ arrayBufferFloatInput[1] = .25;
+ arrayBufferFloatInput[2] = .50;
+ arrayBufferFloatInput[3] = .75;
+
+ [gl.RGBA, gl.RGB].forEach(function(goodFormat) {
+ debug("");
+ debug(wtu.glEnumToString(gl, goodFormat) + " framebuffer tests");
+
+ gl.texImage2D(gl.TEXTURE_2D, 0, goodFormat, 1, 1, 0, goodFormat, gl.FLOAT, arrayBufferFloatInput);
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testPassed("Format is not renderable. This is allowed.");
+ return;
+ }
+ verifyReadPixelsColors(
+ 0.00, // red
+ 0.25, // green
+ 0.50, // blue
+ 0.75, // alpha
+ 1.0, // alphaRGB
+ goodFormat,
+ gl.FLOAT,
+ Float32Array);
+
+ var implementationColorReadFormat = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT);
+ assertMsg(implementationColorReadFormat === gl.RGBA || implementationColorReadFormat === gl.RGB,
+ "IMPLEMENTATION_COLOR_READ_FORMAT should be color renderable: RGBA or RGB. Received: " + wtu.glEnumToString(gl, implementationColorReadFormat));
+
+ var implementationColorReadType = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE);
+ assertMsg(implementationColorReadType === gl.UNSIGNED_BYTE ||
+ implementationColorReadType === gl.FLOAT ||
+ "IMPLEMENTATION_COLOR_READ_TYPE must be one of UNSIGNED_BYTE or FLOAT " +
+ "Received: " + wtu.glEnumToString(gl, implementationColorReadType));
+ });
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>