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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>WebGL EXT_color_buffer_float Conformance Tests</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>
+</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) < 16.0) {
+ 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="floatingPointFragmentShader" type="x-shader/x-fragment">
+void main()
+{
+ gl_FragColor = vec4(1000.0, 1000.0, 1000.0, 1000.0);
+}
+</script>
+<script>
+"use strict";
+
+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 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 runReadbackTest(testProgram, subtractor)
+{
+ // Verify floating point readback
+ debug("Checking readback of floating-point values");
+ var buf = new Float32Array(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.FLOAT , buf);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "readPixels from floating-point framebuffer 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 framebuffer succeeded");
+ } else {
+ testFailed("readPixels of float-type data from floating-point framebuffer failed: expected "
+ + arrayToString(subtractor, 4) + ", got " + arrayToString(buf));
+ }
+}
+
+function runFloatTextureRenderTargetTest(enabled, internalFormat, format, testProgram, numberOfChannels, subtractor, texSubImageCover)
+{
+ var formatString = wtu.glEnumToString(gl, internalFormat);
+ debug("");
+ debug("testing floating-point " + formatString + " texture render target" + (texSubImageCover > 0 ? " after calling texSubImage" : ""));
+
+ var texture = allocateTexture();
+ var width = 2;
+ var height = 2;
+ gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, width, height, 0, format, gl.FLOAT, null);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed");
+
+ // 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);
+
+ var completeStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ if (!enabled) {
+ if (completeStatus == gl.FRAMEBUFFER_COMPLETE && !enabled)
+ testFailed("floating-point " + formatString + " render target should not be supported without enabling EXT_color_buffer_float");
+ else
+ testPassed("floating-point " + formatString + " render target should not be supported without enabling EXT_color_buffer_float");
+ return;
+ }
+
+ if (completeStatus != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("floating-point " + formatString + " render target not supported");
+ 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 EXT_color_buffer_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,
+ [wtu.simpleVertexShader, "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();
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ runReadbackTest(testProgram, subtractor);
+}
+
+function runFloatRenderbufferRenderTargetTest(enabled, internalFormat, testProgram, numberOfChannels, subtractor)
+{
+ var formatString = wtu.glEnumToString(gl, internalFormat);
+ var samples = [0];
+ if (enabled) {
+ samples = Array.prototype.slice.call(gl.getInternalformatParameter(gl.RENDERBUFFER, internalFormat, gl.SAMPLES));
+ samples.push(0);
+ }
+ for (var ndx = 0; ndx < samples.length; ++ndx) {
+ debug("");
+ debug("testing floating-point " + formatString + " renderbuffer render target with number of samples " + samples[ndx]);
+
+ var colorbuffer = gl.createRenderbuffer();
+ var width = 2;
+ var height = 2;
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorbuffer);
+ if (samples[ndx] == 0)
+ gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);
+ else
+ gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[ndx], internalFormat, width, height);
+ if (!enabled) {
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point renderbuffer allocation should fail if EXT_color_buffer_float is not enabled");
+ return;
+ } else {
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "floating-point renderbuffer allocation should succeed if EXT_color_buffer_float is enabled");
+ }
+
+ // Try to use this renderbuffer as a render target.
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorbuffer);
+
+ var completeStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ if (completeStatus != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("floating-point " + formatString + " render target not supported");
+ return;
+ }
+ var resolveColorRbo = null;
+ var resolveFbo = null;
+ if (samples[ndx] > 0) {
+ resolveColorRbo = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, resolveColorRbo);
+ gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);
+ resolveFbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, resolveFbo);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, resolveColorRbo);
+ completeStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ if (completeStatus != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Failed to create resolve framebuffer");
+ return;
+ }
+ }
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.clearColor(1000.0, 1000.0, 1000.0, 1000.0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ if (samples[ndx] > 0) {
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, resolveFbo);
+ gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, resolveFbo);
+ }
+ runReadbackTest(testProgram, subtractor);
+ }
+}
+
+function runRGB16FNegativeTest()
+{
+ debug("");
+ debug("testing RGB16F isn't color renderable");
+
+ var texture = allocateTexture();
+ var width = 2;
+ var height = 2;
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB16F, width, height, 0, gl.RGB, gl.FLOAT, null);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "RGB16F texture allocation should succeed");
+
+ // 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);
+
+ var completeStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ if (completeStatus == gl.FRAMEBUFFER_COMPLETE)
+ testFailed("RGB16F render target should not be supported with or without enabling EXT_color_buffer_float");
+ else
+ testPassed("RGB16F render target should not be supported with or without enabling EXT_color_buffer_float");
+ gl.deleteTexture(texture);
+
+ var colorbuffer = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorbuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGB16F, width, height);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "RGB16F renderbuffer allocation should fail with or without enabling EXT_color_buffer_float");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, null);
+ gl.deleteRenderbuffer(colorbuffer);
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ gl.deleteFramebuffer(fbo);
+}
+
+function runUniqueObjectTest()
+{
+ debug("");
+ debug("Testing that getExtension() returns the same object each time");
+ gl.getExtension("EXT_color_buffer_float").myProperty = 2;
+ webglHarnessCollectGarbage();
+ shouldBe('gl.getExtension("EXT_color_buffer_float").myProperty', '2');
+}
+
+function runInternalFormatQueryTest()
+{
+ debug("");
+ debug("testing the internal format query");
+
+ var maxSamples = gl.getParameter(gl.MAX_SAMPLES);
+ const formats = [gl.RGBA16F, gl.R32F, gl.RG32F, gl.RGBA32F, gl.R16F, gl.RG16F, gl.R11F_G11F_B10F];
+ var firstMultiOnlyFormat = 4;
+ for (var fmt = 0; fmt < formats.length; ++fmt) {
+ var samples = gl.getInternalformatParameter(gl.RENDERBUFFER, formats[fmt], gl.SAMPLES);
+ if (fmt >= firstMultiOnlyFormat && (samples.length == 0 || samples[0] < maxSamples)) {
+ testFailed("the maximum value in SAMPLES should be at least " + maxSamples);
+ return;
+ }
+
+ var prevSampleCount = 0;
+ var sampleCount;
+ for (var ndx = 0; ndx < samples.length; ++ndx, prevSampleCount = sampleCount) {
+ sampleCount = samples[ndx];
+ // sample count must be > 0
+ if (sampleCount <= 0) {
+ testFailed("Expected sample count to be at least one; got " + sampleCount);
+ return;
+ }
+
+ // samples must be ordered descending
+ if (ndx > 0 && sampleCount >= prevSampleCount) {
+ testFailed("Expected sample count to be ordered in descending order; got " + prevSampleCount + " at index " + (ndx - 1) + ", and " + sampleCount + " at index " + ndx);
+ return;
+ }
+ }
+ }
+ testPassed("Internal format query succeeded");
+}
+
+function runCopyTexImageTest(enabled)
+{
+ var width = 16;
+ var height = 16;
+ var level = 0;
+ var cases = [
+ {
+ internalformat: "RGBA16F",
+ format: "RGBA",
+ type: "HALF_FLOAT",
+ destInternalformat: "R16F",
+ data: new Uint16Array(width * height * 4)
+ },
+ {
+ internalformat: "RGBA32F",
+ format: "RGBA",
+ type: "FLOAT",
+ destInternalformat: "R32F",
+ data: new Float32Array(width * height * 4)
+ },
+ {
+ internalformat: "RGBA16F",
+ format: "RGBA",
+ type: "HALF_FLOAT",
+ destInternalformat: "RG16F",
+ data: new Uint16Array(width * height * 4)
+ },
+ {
+ internalformat: "RGBA32F",
+ format: "RGBA",
+ type: "FLOAT",
+ destInternalformat: "RG32F",
+ data: new Float32Array(width * height * 4)
+ },
+ {
+ internalformat: "RGBA16F",
+ format: "RGBA",
+ type: "HALF_FLOAT",
+ destInternalformat: "RGB16F",
+ data: new Uint16Array(width * height * 4)
+ },
+ {
+ internalformat: "RGBA32F",
+ format: "RGBA",
+ type: "FLOAT",
+ destInternalformat: "RGB32F",
+ data: new Float32Array(width * height * 4)
+ },
+ {
+ internalformat: "RGBA16F",
+ format: "RGBA",
+ type: "HALF_FLOAT",
+ destInternalformat: "RGBA16F",
+ data: new Uint16Array(width * height * 4)
+ },
+ {
+ internalformat: "RGBA32F",
+ format: "RGBA",
+ type: "FLOAT",
+ destInternalformat: "RGBA32F",
+ data: new Float32Array(width * height * 4)
+ },
+ {
+ internalformat: "R11F_G11F_B10F",
+ format: "RGB",
+ type: "FLOAT",
+ destInternalformat: "R11F_G11F_B10F",
+ data: new Float32Array(width * height * 3)
+ }
+ ];
+ cases.forEach(function(testcase) {
+ debug("");
+ debug("Testing CopyTexImage2D for internalformat: " + testcase.destInternalformat);
+
+ var internalformat = gl[testcase.internalformat];
+ var format = gl[testcase.format];
+ var type = gl[testcase.type];
+ var destInternalformat = gl[testcase.destInternalformat];
+ var texSrc = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texSrc);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ var data = testcase.data;
+ gl.texImage2D(gl.TEXTURE_2D, level, internalformat, width, height, 0, format, type, data);
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texSrc, level);
+ var texDest = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texDest);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setup framebuffer with texture should succeed.");
+ if (enabled) {
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
+ gl.copyTexImage2D(gl.TEXTURE_2D, level, destInternalformat, 0, 0, width, height, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "CopyTexImage2D should succeed.");
+ } else {
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
+ gl.copyTexImage2D(gl.TEXTURE_2D, level, destInternalformat, 0, 0, width, height, 0);
+ wtu.glErrorShouldBe(gl, [gl.INVALID_ENUM, gl.INVALID_FRAMEBUFFER_OPERATION], "CopyTexImage2D should fail.");
+ }
+
+ gl.deleteTexture(texDest);
+ gl.deleteTexture(texSrc);
+ gl.deleteFramebuffer(fbo);
+ });
+}
+
+description("This test verifies the functionality of the EXT_color_buffer_float extension, if it is available.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, null, 2);
+
+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);
+
+ // Ensure these formats can't be used for rendering if the extension is disabled
+ runFloatTextureRenderTargetTest(false, gl.R16F, gl.RED);
+ runFloatTextureRenderTargetTest(false, gl.RG16F, gl.RG);
+ runFloatTextureRenderTargetTest(false, gl.RGBA16F, gl.RGBA);
+ runFloatTextureRenderTargetTest(false, gl.R32F, gl.RED);
+ runFloatTextureRenderTargetTest(false, gl.RG32F, gl.RG);
+ runFloatTextureRenderTargetTest(false, gl.RGBA32F, gl.RGBA);
+ runFloatTextureRenderTargetTest(false, gl.R11F_G11F_B10F, gl.RGB);
+
+ runFloatRenderbufferRenderTargetTest(false, gl.R16F);
+ runFloatRenderbufferRenderTargetTest(false, gl.RG16F);
+ runFloatRenderbufferRenderTargetTest(false, gl.RGBA16F);
+ runFloatRenderbufferRenderTargetTest(false, gl.R32F);
+ runFloatRenderbufferRenderTargetTest(false, gl.RG32F);
+ runFloatRenderbufferRenderTargetTest(false, gl.RGBA32F);
+ runFloatRenderbufferRenderTargetTest(false, gl.R11F_G11F_B10F);
+
+ // Ensure RGB16F can't be used for rendering.
+ runRGB16FNegativeTest();
+
+ runCopyTexImageTest(false);
+
+ if (!gl.getExtension("EXT_color_buffer_float")) {
+ testPassed("No EXT_color_buffer_float support -- this is legal");
+ } else {
+ testPassed("Successfully enabled EXT_color_buffer_float extension");
+
+ runInternalFormatQueryTest();
+
+ runFloatTextureRenderTargetTest(true, gl.R16F, gl.RED, testProgram, 1, [1000, 1, 1, 1], 0);
+ runFloatTextureRenderTargetTest(true, gl.RG16F, gl.RG, testProgram, 2, [1000, 1000, 1, 1], 0);
+ runFloatTextureRenderTargetTest(true, gl.RGBA16F, gl.RGBA, testProgram, 4, [1000, 1000, 1000, 1000], 0);
+ runFloatTextureRenderTargetTest(true, gl.R32F, gl.RED, testProgram, 1, [1000, 1, 1, 1], 0);
+ runFloatTextureRenderTargetTest(true, gl.RG32F, gl.RG, testProgram, 2, [1000, 1000, 1, 1], 0);
+ runFloatTextureRenderTargetTest(true, gl.RGBA32F, gl.RGBA, testProgram, 4, [1000, 1000, 1000, 1000], 0);
+ runFloatTextureRenderTargetTest(true, gl.R11F_G11F_B10F, gl.RGB, testProgram, 3, [1000, 1000, 1000, 1], 0);
+ runFloatTextureRenderTargetTest(true, gl.RGBA32F, gl.RGBA, testProgram, 4, [1000, 1000, 1000, 1000], 1);
+ runFloatTextureRenderTargetTest(true, gl.RGBA32F, gl.RGBA, testProgram, 4, [1000, 1000, 1000, 1000], 0.5);
+
+ runFloatRenderbufferRenderTargetTest(true, gl.R16F, testProgram, 1, [1000, 1, 1, 1]);
+ runFloatRenderbufferRenderTargetTest(true, gl.RG16F, testProgram, 2, [1000, 1000, 1, 1]);
+ runFloatRenderbufferRenderTargetTest(true, gl.RGBA16F, testProgram, 4, [1000, 1000, 1000, 1000]);
+ runFloatRenderbufferRenderTargetTest(true, gl.R32F, testProgram, 1, [1000, 1, 1, 1]);
+ runFloatRenderbufferRenderTargetTest(true, gl.RG32F, testProgram, 2, [1000, 1000, 1, 1]);
+ runFloatRenderbufferRenderTargetTest(true, gl.RGBA32F, testProgram, 4, [1000, 1000, 1000, 1000]);
+ runFloatRenderbufferRenderTargetTest(true, gl.R11F_G11F_B10F, testProgram, 3, [1000, 1000, 1000, 1]);
+
+ // Ensure EXT_color_buffer_float does not enable RGB16F as color renderable.
+ runRGB16FNegativeTest();
+
+ runCopyTexImageTest(true);
+
+ runUniqueObjectTest();
+ }
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>