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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-float.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-float.html b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-float.html new file mode 100644 index 0000000000..a757cb22ec --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/oes-texture-float.html @@ -0,0 +1,426 @@ +<!-- +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> |