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https://repo.dactyloidae.xyz/Dactyloidae/UXP.git
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291 lines
11 KiB
HTML
291 lines
11 KiB
HTML
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<!--
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/*
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** Copyright (c) 2012 The Khronos Group Inc.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a
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** copy of this software and/or associated documentation files (the
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** "Materials"), to deal in the Materials without restriction, including
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** without limitation the rights to use, copy, modify, merge, publish,
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** distribute, sublicense, and/or sell copies of the Materials, and to
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** permit persons to whom the Materials are furnished to do so, subject to
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** the following conditions:
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**
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** The above copyright notice and this permission notice shall be included
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** in all copies or substantial portions of the Materials.
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**
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** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>WebGL OES_texture_float Conformance Tests</title>
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<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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<script src="../../js/js-test-pre.js"></script>
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<script src="../../js/webgl-test-utils.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
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<div id="console"></div>
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<!-- Shaders for testing floating-point textures -->
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<script id="testFragmentShader" type="x-shader/x-fragment">
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precision mediump float;
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uniform sampler2D tex;
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uniform vec4 subtractor;
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varying vec2 texCoord;
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void main()
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{
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vec4 color = texture2D(tex, texCoord);
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if (abs(color.r - subtractor.r) +
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abs(color.g - subtractor.g) +
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abs(color.b - subtractor.b) +
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abs(color.a - subtractor.a) < 8.0) {
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gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
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} else {
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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}
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</script>
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<!-- Shaders for testing floating-point render targets -->
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<script id="positionVertexShader" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = vPosition;
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}
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</script>
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<script id="floatingPointFragmentShader" type="x-shader/x-fragment">
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void main()
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{
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gl_FragColor = vec4(10000.0, 10000.0, 10000.0, 10000.0);
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}
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</script>
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<script>
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"use strict";
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description("This test verifies the functionality of the OES_texture_float extension, if it is available.");
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debug("");
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var wtu = WebGLTestUtils;
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var canvas = document.getElementById("canvas");
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var gl = wtu.create3DContext(canvas);
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if (!gl) {
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testFailed("WebGL context does not exist");
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} else {
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testPassed("WebGL context exists");
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var texturedShaders = [
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wtu.simpleTextureVertexShader,
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"testFragmentShader"
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];
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var testProgram =
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wtu.setupProgram(gl,
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texturedShaders,
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['vPosition', 'texCoord0'],
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[0, 1]);
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var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
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// First verify that allocation of floating-point textures fails if
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// the extension has not been enabled yet.
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runTextureCreationTest(testProgram, false);
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if (!gl.getExtension("OES_texture_float")) {
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testPassed("No OES_texture_float support -- this is legal");
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} else {
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testPassed("Successfully enabled OES_texture_float extension");
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// If alpha value is missing from a texture it gets filled to 1 when sampling according to GLES2.0 table 3.12
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runTextureCreationTest(testProgram, true, gl.RGBA, 4, [10000, 10000, 10000, 10000]);
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runTextureCreationTest(testProgram, true, gl.RGB, 3, [10000, 10000, 10000, 1]);
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runTextureCreationTest(testProgram, true, gl.LUMINANCE, 1, [10000, 10000, 10000, 1]);
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runTextureCreationTest(testProgram, true, gl.ALPHA, 1, [0, 0, 0, 10000]);
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runTextureCreationTest(testProgram, true, gl.LUMINANCE_ALPHA, 2, [10000, 10000, 10000, 10000]);
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runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 0);
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runRenderTargetAndReadbackTest(testProgram, gl.RGB, 3, [10000, 10000, 10000, 1], 0);
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runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 1);
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runRenderTargetAndReadbackTest(testProgram, gl.RGBA, 4, [10000, 10000, 10000, 10000], 0.5);
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runUniqueObjectTest();
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}
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}
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function allocateTexture()
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{
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed");
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return texture;
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}
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function checkRenderingResults()
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{
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wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
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}
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function runTextureCreationTest(testProgram, extensionEnabled, opt_format, opt_numChannels, opt_subtractor)
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{
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var format = opt_format || gl.RGBA;
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var numberOfChannels = opt_numChannels || 4;
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var expectFailure = !extensionEnabled;
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var subtractor = opt_subtractor || [10000, 10000, 10000, 10000];
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debug("");
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debug("testing format: " + wtu.glEnumToString(gl, format) +
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" expect:" + (extensionEnabled ? "success" : "failure"));
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var texture = allocateTexture();
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// Generate data.
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var width = 2;
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var height = 2;
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var data = new Float32Array(width * height * numberOfChannels);
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for (var ii = 0; ii < data.length; ++ii) {
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data[ii] = 10000;
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}
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gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, gl.FLOAT, data);
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if (expectFailure) {
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wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "floating-point texture allocation must be disallowed if OES_texture_float isn't enabled");
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return;
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} else {
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
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}
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// Verify that the texture actually works for sampling and contains the expected data.
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gl.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor);
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wtu.clearAndDrawUnitQuad(gl);
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checkRenderingResults();
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// Check that linear fails.
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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wtu.clearAndDrawUnitQuad(gl);
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wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
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}
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function arrayToString(arr, size) {
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var mySize;
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if (!size)
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mySize = arr.length;
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else
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mySize = size;
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var out = "[";
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for (var ii = 0; ii < mySize; ++ii) {
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if (ii > 0) {
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out += ", ";
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}
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out += arr[ii];
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}
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return out + "]";
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}
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function runRenderTargetAndReadbackTest(testProgram, format, numberOfChannels, subtractor, texSubImageCover)
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{
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var formatString = wtu.glEnumToString(gl, format);
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debug("");
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debug("testing floating-point " + formatString + " render target" + (texSubImageCover > 0 ? " after calling texSubImage" : ""));
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var texture = allocateTexture();
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var width = 2;
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var height = 2;
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gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, gl.FLOAT, null);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "floating-point texture allocation should succeed if OES_texture_float is enabled");
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// Try to use this texture as a render target.
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var fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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gl.bindTexture(gl.TEXTURE_2D, null);
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// It is legal for a WebGL implementation exposing the OES_texture_float extension to
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// support floating-point textures but not as attachments to framebuffer objects.
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
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debug("floating-point " + formatString + " render target not supported -- this is legal");
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return;
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}
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if (texSubImageCover > 0) {
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// Ensure that replacing the whole texture or a part of it with texSubImage2D doesn't affect renderability
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gl.bindTexture(gl.TEXTURE_2D, texture);
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var data = new Float32Array(width * height * numberOfChannels * texSubImageCover);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height * texSubImageCover, format, gl.FLOAT, data);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texSubImage2D should succeed if OES_texture_float is enabled");
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gl.bindTexture(gl.TEXTURE_2D, null);
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
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testFailed("render target support changed after calling texSubImage2D");
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return;
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}
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}
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var renderProgram =
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wtu.setupProgram(gl,
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["positionVertexShader", "floatingPointFragmentShader"],
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['vPosition'],
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[0]);
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wtu.clearAndDrawUnitQuad(gl);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "rendering to floating-point texture should succeed");
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// Now sample from the floating-point texture and verify we got the correct values.
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.useProgram(testProgram);
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gl.uniform1i(gl.getUniformLocation(testProgram, "tex"), 0);
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gl.uniform4fv(gl.getUniformLocation(testProgram, "subtractor"), subtractor);
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wtu.clearAndDrawUnitQuad(gl);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "rendering from floating-point texture should succeed");
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checkRenderingResults();
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// Finally, if the implementation supports floating-point readback, verify it.
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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var implFormat = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT);
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var implType = gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "getParameter of IMPLEMENTATION_COLOR_READ_{FORMAT|TYPE} should succeed");
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if ((implFormat == gl.RGBA || implFormat == gl.RGB) && implType == gl.FLOAT) {
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debug("Checking readback of floating-point values");
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var arraySize = (implFormat == gl.RGBA) ? 4 : 3
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var buf = new Float32Array(arraySize);
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gl.readPixels(0, 0, 1, 1, implFormat, implType , buf);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "readPixels from floating-point renderbuffer should succeed");
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var ok = true;
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var tolerance = 8.0; // TODO: factor this out from both this test and the subtractor shader above.
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for (var ii = 0; ii < buf.length; ++ii) {
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if (Math.abs(buf[ii] - subtractor[ii]) > tolerance) {
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ok = false;
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break;
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}
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}
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if (ok) {
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testPassed("readPixels of float-type data from floating-point renderbuffer succeeded");
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} else {
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testFailed("readPixels of float-type data from floating-point renderbuffer failed: expected "
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+ arrayToString(subtractor, arraySize) + ", got " + arrayToString(buf));
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}
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}
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}
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function runUniqueObjectTest()
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{
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debug("");
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debug("Testing that getExtension() returns the same object each time");
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gl.getExtension("OES_texture_float").myProperty = 2;
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webglHarnessCollectGarbage();
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shouldBe('gl.getExtension("OES_texture_float").myProperty', '2');
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}
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debug("");
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var successfullyParsed = true;
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</script>
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<script src="../../js/js-test-post.js"></script>
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</body>
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</html>
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