| Index: conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html
|
| ===================================================================
|
| --- conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html (revision 0)
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| +++ conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html (revision 0)
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| @@ -0,0 +1,137 @@
|
| +<!--
|
| +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">
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| + <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">
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| +attribute vec4 vPosition;
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| +attribute vec2 texCoord0;
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| +varying vec2 texCoord;
|
| +void main()
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| +{
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| + gl_Position = vPosition;
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| + texCoord = texCoord0;
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| +}
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| +</script>
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| +
|
| +<script id="fshader" type="x-shader/x-fragment">
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| +precision mediump float;
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| +
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| +uniform sampler2D tex2d;
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| +uniform samplerCube texCube;
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| +varying vec2 texCoord;
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| +void main()
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| +{
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| + gl_FragColor = texture2D(tex2d, texCoord) +
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| + textureCube(texCube, vec3(0,1,0));
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| +}
|
| +</script>
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| +
|
| + <script>
|
| +function init()
|
| +{
|
| + if (window.initNonKhronosFramework) {
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| + window.initNonKhronosFramework(false);
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| + }
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| +
|
| + debug("Tests that using 2 types of textures on the same texture unit");
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| + debug("and referencing them both in the same program fails as per");
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| + debug("OpenGL ES 2.0.24 spec section 2.10.4, Samplers subsection.");
|
| + debug("");
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| +
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| + var canvas2d = document.getElementById("canvas2d");
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| + var ctx2d = canvas2d.getContext("2d");
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| +
|
| + gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
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| + [ 0, 0, 0, 1 ], 1);
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| +
|
| + gl.disable(gl.DEPTH_TEST);
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| + gl.disable(gl.BLEND);
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| +
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| + var vertexObject = gl.createBuffer();
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| + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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| + gl.bufferData(
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| + gl.ARRAY_BUFFER,
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| + new Float32Array([
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| + -1, 1,0, 1,1,0, -1,-1,0,
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| + -1,-1,0, 1,1,0, 1,-1,0]),
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| + gl.STATIC_DRAW);
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| + gl.enableVertexAttribArray(0);
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| + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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| +
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| + var vertexObject = gl.createBuffer();
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| + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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| + gl.bufferData(
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| + gl.ARRAY_BUFFER,
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| + new Float32Array([
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| + 0,0, 1,0, 0,1,
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| + 0,1, 1,0, 1,1]),
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| + gl.STATIC_DRAW);
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| + gl.enableVertexAttribArray(1);
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| + gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
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| +
|
| + // Make texture unit 1 active.
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| + gl.activeTexture(gl.TEXTURE1);
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| +
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| + // Make a 2d texture
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| + var tex2d = gl.createTexture();
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| + gl.bindTexture(gl.TEXTURE_2D, tex2d);
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| + ctx2d.fillStyle = "rgba(0, 0, 255, 255)";
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| + ctx2d.fillRect(0, 0, 1, 1);
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| + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
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| +
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| + // make a cube texture
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| + var texCube = gl.createTexture();
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| + ctx2d.fillStyle = "rgba(0, 255, 0, 64)";
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| + ctx2d.fillRect(0, 0, 1, 1);
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| + var targets = [
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| + gl.TEXTURE_CUBE_MAP_POSITIVE_X,
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| + gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
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| + gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
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| + gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
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| + gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
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| + gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
|
| + for (var ii = 0; ii < targets.length; ++ii) {
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| + gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
|
| + }
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| +
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| + var tex2dLoc = gl.getUniformLocation(gl.program, "tex2d");
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| + var texCubeLoc = gl.getUniformLocation(gl.program, "texCube");
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| + gl.uniform1i(tex2dLoc, 1);
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| + gl.uniform1i(texCubeLoc, 1);
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| +
|
| + gl.clearColor(1,0,0,1);
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| + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| +
|
| + for (var ii = 0; ii < 4; ++ii) {
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| + var x = ii % 2;
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| + var y = Math.floor(ii / 2);
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| + gl.drawArrays(gl.TRIANGLES, 0, 6);
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| + glErrorShouldBe(gl, gl.INVALID_OPERATION,
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| + "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>
|
| +
|
|
|
| Property changes on: conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html
|
| ___________________________________________________________________
|
| Added: svn:executable
|
| + *
|
| Added: svn:eol-style
|
| + LF
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