Index: conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html |
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--- conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html (revision 0) |
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+<!-- |
+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 GLSL 2 types of textures on same unit 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="../../../debug/webgl-debug.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"> |
+attribute vec4 vPosition; |
+attribute vec2 texCoord0; |
+varying vec2 texCoord; |
+void main() |
+{ |
+ gl_Position = vPosition; |
+ texCoord = texCoord0; |
+} |
+</script> |
+ |
+<script id="fshader" type="x-shader/x-fragment"> |
+precision mediump float; |
+ |
+uniform sampler2D tex2d; |
+uniform samplerCube texCube; |
+varying vec2 texCoord; |
+void main() |
+{ |
+ gl_FragColor = texture2D(tex2d, texCoord) + |
+ textureCube(texCube, vec3(0,1,0)); |
+} |
+</script> |
+ |
+ <script> |
+function init() |
+{ |
+ if (window.initNonKhronosFramework) { |
+ window.initNonKhronosFramework(false); |
+ } |
+ |
+ debug("Tests that using 2 types of textures on the same texture unit"); |
+ debug("and referencing them both in the same program fails as per"); |
+ debug("OpenGL ES 2.0.24 spec section 2.10.4, Samplers subsection."); |
+ debug(""); |
+ |
+ var canvas2d = document.getElementById("canvas2d"); |
+ var ctx2d = canvas2d.getContext("2d"); |
+ |
+ gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"], |
+ [ 0, 0, 0, 1 ], 1); |
+ |
+ 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(); |
+ ctx2d.fillStyle = "rgba(0, 255, 0, 64)"; |
+ 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); |
+ } |
+ |
+ var tex2dLoc = gl.getUniformLocation(gl.program, "tex2d"); |
+ var texCubeLoc = gl.getUniformLocation(gl.program, "texCube"); |
+ gl.uniform1i(tex2dLoc, 1); |
+ gl.uniform1i(texCubeLoc, 1); |
+ |
+ gl.clearColor(1,0,0,1); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ |
+ for (var ii = 0; ii < 4; ++ii) { |
+ var x = ii % 2; |
+ var y = Math.floor(ii / 2); |
+ gl.drawArrays(gl.TRIANGLES, 0, 6); |
+ glErrorShouldBe(gl, gl.INVALID_OPERATION, |
+ "drawing with 2 different targets on the same texture unit should generate INVALID_VALUE"); |
+ } |
+} |
+ |
+init(); |
+successfullyParsed = true; |
+</script> |
+<script src="../../../resources/js-test-post.js"></script> |
+ |
+</body> |
+</html> |
+ |
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