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1 <!-- | |
2 Copyright (C) 2011 Apple Computer, Inc. All rights reserved. | |
3 | |
4 Redistribution and use in source and binary forms, with or without | |
5 modification, are permitted provided that the following conditions | |
6 are met: | |
7 1. Redistributions of source code must retain the above copyright | |
8 notice, this list of conditions and the following disclaimer. | |
9 2. Redistributions in binary form must reproduce the above copyright | |
10 notice, this list of conditions and the following disclaimer in the | |
11 documentation and/or other materials provided with the distribution. | |
12 | |
13 THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY | |
14 EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
15 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | |
16 PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR | |
17 CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | |
18 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
19 PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
20 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY | |
21 OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
22 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
23 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
24 --> | |
25 <!DOCTYPE html> | |
26 <html> | |
27 <head> | |
28 <meta charset="utf-8"> | |
29 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
30 <script src="../resources/js-test-pre.js"></script> | |
31 <script src="resources/webgl-test.js"></script> | |
32 </head> | |
33 <body> | |
34 <div id="description"></div> | |
35 <div id="console"></div> | |
36 | |
37 <script> | |
38 description("Tests calling WebGL APIs with objects from other contexts"); | |
39 | |
40 var contextA = create3DContext(); | |
41 var contextB = create3DContext(); | |
42 var programA = loadStandardProgram(contextA); | |
43 var programB = loadStandardProgram(contextB); | |
44 var shaderA = loadStandardVertexShader(contextA); | |
45 var shaderB = loadStandardVertexShader(contextB); | |
46 var textureA = contextA.createTexture(); | |
47 var textureB = contextB.createTexture(); | |
48 var frameBufferA = contextA.createFramebuffer(); | |
49 var frameBufferB = contextB.createFramebuffer(); | |
50 var renderBufferA = contextA.createRenderbuffer(); | |
51 var renderBufferB = contextB.createRenderbuffer(); | |
52 var locationA = contextA.getUniformLocation(programA, 'u_modelViewProjMatrix'); | |
53 var locationB = contextB.getUniformLocation(programB, 'u_modelViewProjMatrix'); | |
54 | |
55 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.compileSha
der(shaderB)"); | |
56 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.linkProgra
m(programB)"); | |
57 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShad
er(programA, shaderB)"); | |
58 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShad
er(programB, shaderA)"); | |
59 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShad
er(programB, shaderB)"); | |
60 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShad
er(programA, shaderB)"); | |
61 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShad
er(programB, shaderA)"); | |
62 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShad
er(programB, shaderB)"); | |
63 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.shaderSour
ce(shaderB, 'foo')"); | |
64 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindAttrib
Location(programB, 0, 'foo')"); | |
65 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindFrameb
uffer(contextA.FRAMEBUFFER, frameBufferB)"); | |
66 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindRender
buffer(contextA.RENDERBUFFER, renderBufferB)"); | |
67 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindTextur
e(contextA.TEXTURE_2D, textureB)"); | |
68 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.framebuffe
rRenderbuffer(contextA.FRAMEBUFFER, contextA.DEPTH_ATTACHMENT, contextA.RENDERBU
FFER, renderBufferB)"); | |
69 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.framebuffe
rTexture2D(contextA.FRAMEBUFFER, contextA.COLOR_ATTACHMENT0, contextA.TEXTURE_2D
, textureB, 0)"); | |
70 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getProgram
Parameter(programB, 0)"); | |
71 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getProgram
InfoLog(programB, 0)"); | |
72 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderP
arameter(shaderB, 0)"); | |
73 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderI
nfoLog(shaderB, 0)"); | |
74 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderS
ource(shaderB)"); | |
75 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getUniform
(programB, locationA)"); | |
76 shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getUniform
Location(programB, 'u_modelViewProjMatrix')"); | |
77 | |
78 successfullyParsed = true; | |
79 </script> | |
80 | |
81 <script src="../resources/js-test-post.js"></script> | |
82 </body> | |
83 </html> | |
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