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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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