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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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