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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<!--

/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

-->
<link rel="stylesheet" type="text/css" href="../unit.css" />
<script type="application/javascript" src="../unit.js"></script>
<script type="application/javascript" src="../util.js"></script>
<script type="application/javascript">

Tests.startUnit = function () {
  var canvas = document.getElementById('gl');
  var gl = wrapGLContext(getGLContext(canvas));
  return [gl];
}

Tests.testIs = function(gl) {
    var tex = loadTexture(gl, document.getElementById('2d'));
    gl.bindTexture(gl.TEXTURE_2D, tex);
    var fbo = new FBO(gl, 1, 1);
    fbo.use();
    var prog = gl.createProgram();
    var sh1 = gl.createShader(gl.VERTEX_SHADER);
    var sh2 = gl.createShader(gl.FRAGMENT_SHADER);
    var buf = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, buf);
    assert("tex", gl.isTexture(tex));
    assert("fbo", gl.isFramebuffer(fbo.fbo));
    assert("rbo", gl.isRenderbuffer(fbo.rbo));
    assert("prog", gl.isProgram(prog));
    assert("sh1", gl.isShader(sh1));
    assert("sh2", gl.isShader(sh2));
    assert("buf", gl.isBuffer(buf));
    gl.deleteTexture(tex);
    gl.deleteFramebuffer(fbo.fbo);
    gl.deleteRenderbuffer(fbo.rbo);
    gl.deleteProgram(prog);
    gl.deleteShader(sh1);
    gl.deleteShader(sh2);
    gl.deleteBuffer(buf);
    // NOTE: we purposely do not unbind things.
    assert("tex", !gl.isTexture(tex));
    assert("fbo", !gl.isFramebuffer(fbo.fbo));
    assert("rbo", !gl.isRenderbuffer(fbo.rbo));
    assert("prog", !gl.isProgram(prog));
    assert("sh1", !gl.isShader(sh1));
    assert("sh2", !gl.isShader(sh2));
    assert("buf", !gl.isBuffer(buf));
}

</script>

<style>canvas{ position:absolute; }</style>
</head><body>
  <canvas id="gl" width="1" height="1"></canvas>
  <canvas id="2d" width="16" height="16"></canvas>
</body></html>