<!DOCTYPE HTML>
<title>WebGL test: bug 1003607</title>
<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>
