Index: conformance/textures/texture-active-bind.html |
=================================================================== |
--- conformance/textures/texture-active-bind.html (revision 0) |
+++ conformance/textures/texture-active-bind.html (revision 0) |
@@ -0,0 +1,140 @@ |
+<!-- |
+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.</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> |
+<script src="../resources/webgl-test-utils.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> |
+var gl; |
+ |
+function init() |
+{ |
+ if (window.initNonKhronosFramework) { |
+ window.initNonKhronosFramework(false); |
+ } |
+ |
+ debug("Tests that glActiveTexture and glBindTexture work as expected"); |
+ debug("Specifically texture targets are per active texture unit."); |
+ debug(""); |
+ |
+ var canvas2d = document.getElementById("canvas2d"); |
+ var ctx2d = canvas2d.getContext("2d"); |
+ |
+ var wtu = WebGLTestUtils; |
+ var canvas = document.getElementById("example"); |
+ gl = wtu.create3DContext(canvas); |
+ var program = wtu.setupProgram( |
+ gl, |
+ [wtu.loadShaderFromScript(gl, "vshader"), |
+ wtu.setupSimpleTextureFragmentShader(gl)], |
+ ['vPosition', 'texCoord0']); |
+ wtu.setupUnitQuad(gl); |
+ gl.disable(gl.DEPTH_TEST); |
+ gl.disable(gl.BLEND); |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ |
+ var colors = [ |
+ [0,192,128,255], |
+ [128,64,255,255], |
+ [192,255,64,255], |
+ [200,0,255,255]]; |
+ |
+ // Make 4 textures by using 4 active texture units if available. |
+ var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS)) |
+ var textures = []; |
+ for (var ii = 0; ii < texunits; ++ii) { |
+ var tex = gl.createTexture(); |
+ gl.activeTexture(gl.TEXTURE0 + ii); |
+ gl.bindTexture(gl.TEXTURE_2D, tex); |
+ textures[ii] = tex; |
+ } |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ |
+ // now use each texture unit to write into the textures, |
+ for (var ii = 0; ii < texunits; ++ii) { |
+ var c = colors[ii]; |
+ ctx2d.fillStyle = |
+ "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")"; |
+ ctx2d.fillRect(0, 0, 1, 1); |
+ gl.activeTexture(gl.TEXTURE0 + ii); |
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
+ } |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ |
+ var textureLoc = gl.getUniformLocation(program, "tex"); |
+ var worldLoc = gl.getUniformLocation(program, "world"); |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ |
+ gl.clearColor(1,0,0,1); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ |
+ for (var ii = 0; ii < texunits; ++ii) { |
+ var x = ii % 2; |
+ var y = Math.floor(ii / 2); |
+ gl.uniform1i(textureLoc, ii); |
+ gl.uniformMatrix4fv( |
+ worldLoc, 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); |
+ } |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ |
+ for (var ii = 0; ii < texunits; ++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); |
+ else |
+ testPassed(msg); |
+ } |
+} |
+ |
+init(); |
+successfullyParsed = true; |
+</script> |
+ |
+<script src="../../resources/js-test-post.js"></script> |
+ |
+</body> |
+</html> |
+ |
Property changes on: conformance/textures/texture-active-bind.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |