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Unified Diff: conformance/textures/texture-active-bind-2.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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Index: conformance/textures/texture-active-bind-2.html
===================================================================
--- conformance/textures/texture-active-bind-2.html (revision 0)
+++ conformance/textures/texture-active-bind-2.html (revision 0)
@@ -0,0 +1,189 @@
+<!--
+Copyright (c) 2011 The Chromium Authors. All rights reserved.
+Use of this source code is governed by a BSD-style license that can be
+found in the LICENSE file.
+ -->
+<!DOCTYPE html>
+<html>
+ <head>
+<meta charset="utf-8">
+ <title>WebGL ActiveTexture BindTexture conformance test #2</title>
+ <link rel="stylesheet" href="../../resources/js-test-style.css"/>
+ <script src="../../resources/js-test-pre.js"></script>
+ <script src="../resources/webgl-test.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 id="fshader2d" type="x-shader/x-fragment">
+precision mediump float;
+
+uniform sampler2D tex2d;
+varying vec2 texCoord;
+void main()
+{
+ gl_FragColor = texture2D(tex2d, texCoord);
+}
+</script>
+<script id="fshaderCube" type="x-shader/x-fragment">
+precision mediump float;
+
+uniform samplerCube texCube;
+void main()
+{
+ gl_FragColor = textureCube(texCube, vec3(0,1,0));
+}
+</script>
+
+<script>
+function init()
+{
+ if (window.initNonKhronosFramework) {
+ window.initNonKhronosFramework(false);
+ }
+
+ debug("Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same");
+ debug("active texture unit works as long as they are not used");
+ debug("simultaneously in the same shader program.");
+ debug("");
+
+ var canvas2d = document.getElementById("canvas2d");
+ var ctx2d = canvas2d.getContext("2d");
+ ctx2d.globalCompositeOperation = "copy";
+
+ gl = initWebGL("example", "vshader", "fshader2d", ["vPosition", "texCoord0"],
+ [ 0, 0, 0, 1 ], 1);
+
+ var program2d = gl.program;
+ var programCube = createProgram(
+ gl, "vshader", "fshaderCube", ["vPosition", "texCoord0"]);
+
+ gl.disable(gl.DEPTH_TEST);
+ gl.disable(gl.BLEND);
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array([-1, 1,0, 1,1,0, -1,-1,0,
+ -1,-1,0, 1,1,0, 1,-1,0]),
+ gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array([ 0,0, 1,0, 0,1,
+ 0,1, 1,0, 1,1]),
+ gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
+
+ // Make texture unit 1 active.
+ gl.activeTexture(gl.TEXTURE1);
+
+ // Make a 2d texture
+ var tex2d = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex2d);
+ ctx2d.fillStyle = "rgba(0, 0, 255, 255)";
+ ctx2d.fillRect(0, 0, 1, 1);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
+
+ // make a cube texture
+ var texCube = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);
+ ctx2d.fillStyle = "rgba(255, 0, 255, 255)";
+ ctx2d.fillRect(0, 0, 1, 1);
+ var targets = [
+ gl.TEXTURE_CUBE_MAP_POSITIVE_X,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
+ for (var ii = 0; ii < targets.length; ++ii) {
+ gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
+ }
+
+ // Setup program2d and programCube
+ var tex2dLoc = gl.getUniformLocation(program2d, "tex2d");
+ var world2dLoc = gl.getUniformLocation(program2d, "world");
+ var texCubeLoc = gl.getUniformLocation(programCube, "texCube");
+ var worldCubeLoc = gl.getUniformLocation(programCube, "world");
+
+ gl.useProgram(program2d);
+ gl.uniform1i(tex2dLoc, 1);
+ gl.useProgram(programCube);
+ gl.uniform1i(texCubeLoc, 1);
+
+ gl.clearColor(1,0,0,1);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+ var programs = [program2d, programCube];
+ var worldLocs = [world2dLoc, worldCubeLoc];
+ for (var ii = 0; ii < 4; ++ii) {
+ var x = ii % 2;
+ var y = Math.floor(ii / 2);
+ gl.useProgram(programs[x]);
+ gl.uniformMatrix4fv(
+ worldLocs[x], 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);
+ }
+
+ var colors = [
+ [0,0,255,255],
+ [255,0,255,255],
+ [0,0,255,255],
+ [255,0,255,255]];
+
+ for (var ii = 0; ii < colors.length; ++ii) {
+ var c = colors[ii];
+ var x = ii % 2;
+ var y = Math.floor(ii / 2);
+ var buf = new Uint8Array(4);
+ gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+ var msg = 'expected:' +
+ c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
+ buf[0] + ', ' +
+ buf[1] + ', ' +
+ buf[2] + ', ' +
+ buf[3];
+ if (buf[0] != c[0] ||
+ buf[1] != c[1] ||
+ buf[2] != c[2] ||
+ buf[3] != c[3]) {
+ testFailed(msg);
+ return;
+ }
+
+ testPassed(msg);
+ }
+}
+
+init();
+successfullyParsed = true;
+</script>
+<script src="../../resources/js-test-post.js"></script>
+
+</body>
+</html>
+
Property changes on: conformance/textures/texture-active-bind-2.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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