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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind.html b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind.html new file mode 100644 index 000000000..5f7d74191 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind.html @@ -0,0 +1,140 @@ +<!-- + +/* +** 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. +*/ + +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL ActiveTexture BindTexture conformance test.</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> +</head> +<body> +<canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas> +<canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> +uniform mat4 world; +attribute vec3 vPosition; +attribute vec2 texCoord0; +varying vec2 texCoord; +void main() +{ + gl_Position = world * vec4(vPosition, 1); + texCoord = texCoord0; +} +</script> +<script> +"use strict"; +var gl; + +function init() +{ + description( + "Tests that glActiveTexture and glBindTexture work as expected" + + "Specifically texture targets are per active texture unit."); + + var canvas2d = document.getElementById("canvas2d"); + var ctx2d = canvas2d.getContext("2d"); + + var wtu = WebGLTestUtils; + gl = wtu.create3DContext("example"); + var program = wtu.setupProgram( + gl, + ["vshader", wtu.simpleTextureFragmentShader], + ['vPosition', 'texCoord0']); + wtu.setupUnitQuad(gl); + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.BLEND); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + var colors = [ + [0,192,128,255], + [128,64,255,255], + [192,255,64,255], + [200,0,255,255]]; + + // Make 4 textures by using 4 active texture units if available. + var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS)) + var textures = []; + for (var ii = 0; ii < texunits; ++ii) { + var tex = gl.createTexture(); + gl.activeTexture(gl.TEXTURE0 + ii); + gl.bindTexture(gl.TEXTURE_2D, tex); + textures[ii] = tex; + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + // now use each texture unit to write into the textures, + for (var ii = 0; ii < texunits; ++ii) { + var c = colors[ii]; + ctx2d.fillStyle = + "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")"; + ctx2d.fillRect(0, 0, 1, 1); + gl.activeTexture(gl.TEXTURE0 + ii); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + var textureLoc = gl.getUniformLocation(program, "tex"); + var worldLoc = gl.getUniformLocation(program, "world"); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + gl.clearColor(1,0,0,1); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + for (var ii = 0; ii < texunits; ++ii) { + var x = ii % 2; + var y = Math.floor(ii / 2); + gl.uniform1i(textureLoc, ii); + gl.uniformMatrix4fv( + worldLoc, false, + [0.5, 0, 0, 0, + 0, 0.5, 0, 0, + 0, 0, 1, 0, + -0.5 + x, -0.5 + y, 0, 1]); + gl.drawArrays(gl.TRIANGLES, 0, 6); + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + for (var ii = 0; ii < texunits; ++ii) { + var x = ii % 2; + var y = Math.floor(ii / 2); + wtu.checkCanvasRect(gl, x, y, 1, 1, colors[ii]); + } +} + +init(); +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> + +</body> +</html> + |