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Side by Side Diff: conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html

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 The Chromium Authors. All rights reserved.
3 Use of this source code is governed by a BSD-style license that can be
4 found in the LICENSE file.
5 -->
6 <!DOCTYPE html>
7 <html>
8 <head>
9 <meta charset="utf-8">
10 <title>WebGL GLSL 2 types of textures on same unit conformance test.</title>
11 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
12 <script src="../../../resources/js-test-pre.js"></script>
13 <script src="../../resources/webgl-test.js"> </script>
14 <script src="../../../debug/webgl-debug.js"> </script>
15 </head>
16 <body>
17 <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></c anvas>
18 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></ canvas>
19 <div id="description"></div>
20 <div id="console"></div>
21 <script id="vshader" type="x-shader/x-vertex">
22 attribute vec4 vPosition;
23 attribute vec2 texCoord0;
24 varying vec2 texCoord;
25 void main()
26 {
27 gl_Position = vPosition;
28 texCoord = texCoord0;
29 }
30 </script>
31
32 <script id="fshader" type="x-shader/x-fragment">
33 precision mediump float;
34
35 uniform sampler2D tex2d;
36 uniform samplerCube texCube;
37 varying vec2 texCoord;
38 void main()
39 {
40 gl_FragColor = texture2D(tex2d, texCoord) +
41 textureCube(texCube, vec3(0,1,0));
42 }
43 </script>
44
45 <script>
46 function init()
47 {
48 if (window.initNonKhronosFramework) {
49 window.initNonKhronosFramework(false);
50 }
51
52 debug("Tests that using 2 types of textures on the same texture unit");
53 debug("and referencing them both in the same program fails as per");
54 debug("OpenGL ES 2.0.24 spec section 2.10.4, Samplers subsection.");
55 debug("");
56
57 var canvas2d = document.getElementById("canvas2d");
58 var ctx2d = canvas2d.getContext("2d");
59
60 gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
61 [ 0, 0, 0, 1 ], 1);
62
63 gl.disable(gl.DEPTH_TEST);
64 gl.disable(gl.BLEND);
65
66 var vertexObject = gl.createBuffer();
67 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
68 gl.bufferData(
69 gl.ARRAY_BUFFER,
70 new Float32Array([
71 -1, 1,0, 1,1,0, -1,-1,0,
72 -1,-1,0, 1,1,0, 1,-1,0]),
73 gl.STATIC_DRAW);
74 gl.enableVertexAttribArray(0);
75 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
76
77 var vertexObject = gl.createBuffer();
78 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
79 gl.bufferData(
80 gl.ARRAY_BUFFER,
81 new Float32Array([
82 0,0, 1,0, 0,1,
83 0,1, 1,0, 1,1]),
84 gl.STATIC_DRAW);
85 gl.enableVertexAttribArray(1);
86 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
87
88 // Make texture unit 1 active.
89 gl.activeTexture(gl.TEXTURE1);
90
91 // Make a 2d texture
92 var tex2d = gl.createTexture();
93 gl.bindTexture(gl.TEXTURE_2D, tex2d);
94 ctx2d.fillStyle = "rgba(0, 0, 255, 255)";
95 ctx2d.fillRect(0, 0, 1, 1);
96 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
97
98 // make a cube texture
99 var texCube = gl.createTexture();
100 ctx2d.fillStyle = "rgba(0, 255, 0, 64)";
101 ctx2d.fillRect(0, 0, 1, 1);
102 var targets = [
103 gl.TEXTURE_CUBE_MAP_POSITIVE_X,
104 gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
105 gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
106 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
107 gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
108 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
109 for (var ii = 0; ii < targets.length; ++ii) {
110 gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
111 }
112
113 var tex2dLoc = gl.getUniformLocation(gl.program, "tex2d");
114 var texCubeLoc = gl.getUniformLocation(gl.program, "texCube");
115 gl.uniform1i(tex2dLoc, 1);
116 gl.uniform1i(texCubeLoc, 1);
117
118 gl.clearColor(1,0,0,1);
119 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
120
121 for (var ii = 0; ii < 4; ++ii) {
122 var x = ii % 2;
123 var y = Math.floor(ii / 2);
124 gl.drawArrays(gl.TRIANGLES, 0, 6);
125 glErrorShouldBe(gl, gl.INVALID_OPERATION,
126 "drawing with 2 different targets on the same texture unit should generate INVALID_VALUE");
127 }
128 }
129
130 init();
131 successfullyParsed = true;
132 </script>
133 <script src="../../../resources/js-test-post.js"></script>
134
135 </body>
136 </html>
137
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