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1 <html> | |
2 <head> | |
3 <script src="../../../resources/js-test.js"></script> | |
4 <script src="resources/webgl-test.js"></script> | |
5 </head> | |
6 <body> | |
7 <div id="description"></div> | |
8 <div id="console"></div> | |
9 | |
10 <script> | |
11 description("Tests calling WebGL APIs with objects from other contexts"); | |
12 | |
13 if (window.internals) | |
14 window.internals.settings.setWebGLErrorsToConsoleEnabled(false); | |
15 | |
16 var contextA = create3DContext(); | |
17 var contextB = create3DContext(); | |
18 var programA = loadStandardProgram(contextA); | |
19 var programB = loadStandardProgram(contextB); | |
20 var shaderA = loadStandardVertexShader(contextA); | |
21 var shaderB = loadStandardVertexShader(contextB); | |
22 var textureA = contextA.createTexture(); | |
23 var textureB = contextB.createTexture(); | |
24 var frameBufferA = contextA.createFramebuffer(); | |
25 var frameBufferB = contextB.createFramebuffer(); | |
26 var renderBufferA = contextA.createRenderbuffer(); | |
27 var renderBufferB = contextB.createRenderbuffer(); | |
28 var locationA = contextA.getUniformLocation(programA, 'u_modelViewProjMatrix'); | |
29 var locationB = contextB.getUniformLocation(programB, 'u_modelViewProjMatrix'); | |
30 | |
31 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.compileSha
der(shaderB)"); | |
32 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.linkProgra
m(programB)"); | |
33 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShad
er(programA, shaderB)"); | |
34 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShad
er(programB, shaderA)"); | |
35 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShad
er(programB, shaderB)"); | |
36 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShad
er(programA, shaderB)"); | |
37 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShad
er(programB, shaderA)"); | |
38 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShad
er(programB, shaderB)"); | |
39 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.shaderSour
ce(shaderB, 'foo')"); | |
40 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindAttrib
Location(programB, 0, 'foo')"); | |
41 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindFrameb
uffer(contextA.FRAMEBUFFER, frameBufferB)"); | |
42 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindRender
buffer(contextA.RENDERBUFFER, renderBufferB)"); | |
43 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindTextur
e(contextA.TEXTURE_2D, textureB)"); | |
44 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.framebuffe
rRenderbuffer(contextA.FRAMEBUFFER, contextA.DEPTH_ATTACHMENT, contextA.RENDERBU
FFER, renderBufferB)"); | |
45 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.framebuffe
rTexture2D(contextA.FRAMEBUFFER, contextA.COLOR_ATTACHMENT0, contextA.TEXTURE_2D
, textureB, 0)"); | |
46 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getProgram
Parameter(programB, 0)"); | |
47 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getProgram
InfoLog(programB, 0)"); | |
48 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderP
arameter(shaderB, 0)"); | |
49 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderI
nfoLog(shaderB, 0)"); | |
50 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderS
ource(shaderB)"); | |
51 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getUniform
(programB, locationA)"); | |
52 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getUniform
Location(programB, 'u_modelViewProjMatrix')"); | |
53 </script> | |
54 | |
55 </body> | |
56 </html> | |
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