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Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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1 <!--
2 Copyright (C) 2011 Apple Computer, Inc. All rights reserved.
3
4 Redistribution and use in source and binary forms, with or without
5 modification, are permitted provided that the following conditions
6 are met:
7 1. Redistributions of source code must retain the above copyright
8 notice, this list of conditions and the following disclaimer.
9 2. Redistributions in binary form must reproduce the above copyright
10 notice, this list of conditions and the following disclaimer in the
11 documentation and/or other materials provided with the distribution.
12
13 THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
14 EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16 PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
17 CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19 PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21 OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 -->
25 <!DOCTYPE html>
26 <html>
27 <head>
28 <meta charset="utf-8">
29 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
30 <script src="../../resources/js-test-pre.js"></script>
31 <script src="../resources/webgl-test.js"></script>
32 </head>
33 <body>
34 <div id="description"></div>
35 <div id="console"></div>
36
37 <script>
38 description("Tests calling WebGL APIs with objects from other contexts");
39
40 var contextA = create3DContext();
41 var contextB = create3DContext();
42 var programA = loadStandardProgram(contextA);
43 var programB = loadStandardProgram(contextB);
44 var shaderA = loadStandardVertexShader(contextA);
45 var shaderB = loadStandardVertexShader(contextB);
46 var textureA = contextA.createTexture();
47 var textureB = contextB.createTexture();
48 var frameBufferA = contextA.createFramebuffer();
49 var frameBufferB = contextB.createFramebuffer();
50 var renderBufferA = contextA.createRenderbuffer();
51 var renderBufferB = contextB.createRenderbuffer();
52 var locationA = contextA.getUniformLocation(programA, 'u_modelViewProjMatrix');
53 var locationB = contextB.getUniformLocation(programB, 'u_modelViewProjMatrix');
54
55 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.compileSha der(shaderB)");
56 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.linkProgra m(programB)");
57 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShad er(programA, shaderB)");
58 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShad er(programB, shaderA)");
59 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShad er(programB, shaderB)");
60 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShad er(programA, shaderB)");
61 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShad er(programB, shaderA)");
62 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShad er(programB, shaderB)");
63 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.shaderSour ce(shaderB, 'foo')");
64 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindAttrib Location(programB, 0, 'foo')");
65 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindFrameb uffer(contextA.FRAMEBUFFER, frameBufferB)");
66 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindRender buffer(contextA.RENDERBUFFER, renderBufferB)");
67 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindTextur e(contextA.TEXTURE_2D, textureB)");
68 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.framebuffe rRenderbuffer(contextA.FRAMEBUFFER, contextA.DEPTH_ATTACHMENT, contextA.RENDERBU FFER, renderBufferB)");
69 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.framebuffe rTexture2D(contextA.FRAMEBUFFER, contextA.COLOR_ATTACHMENT0, contextA.TEXTURE_2D , textureB, 0)");
70 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getProgram Parameter(programB, 0)");
71 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getProgram InfoLog(programB, 0)");
72 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderP arameter(shaderB, 0)");
73 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderI nfoLog(shaderB, 0)");
74 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderS ource(shaderB)");
75 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getUniform (programB, locationA)");
76 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getUniform Location(programB, 'u_modelViewProjMatrix')");
77
78 successfullyParsed = true;
79 </script>
80
81 <script src="../../resources/js-test-post.js"></script>
82 </body>
83 </html>
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