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Test Info:
<!DOCTYPE HTML>
<script src="/tests/SimpleTest/SimpleTest.js"></script>
<link rel="stylesheet" href="/tests/SimpleTest/test.css">
<script src="driver-info.js"></script>
<script src="webgl-util.js"></script>
<body>
<canvas id="c"></canvas>
<script>
// Give ourselves a scope to return early from:
(function() {
var gl = c.getContext('webgl');
if (!gl) {
todo(false, 'WebGL is unavailable.');
return;
}
function checkGLError(func, info, reference) {
var error = gl.getError();
var prefix = info ? ('[' + info + '] ') : '';
var text = 'gl.getError should be 0x' + reference.toString(16) +
', was 0x' + error.toString(16) + '.';
func(error == reference, prefix + text);
}
// Begin test:
if (!gl.getExtension('OES_texture_float')) {
todo(false, 'Not having this extension is fine.');
return;
}
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
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);
checkGLError(ok, 'texture parameter setup should succeed', gl.NO_ERROR);
// Generate data
var width = 2;
var height = 2;
var numChannels = 4;
var data = new Float32Array(width * height * numChannels);
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);
checkGLError(ok, 'floating-point texture allocation should succeed', gl.NO_ERROR);
// Try respecifying data
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.FLOAT, data);
checkGLError(ok, 'floating-point texture sub image should succeed', gl.NO_ERROR);
})();
</script>