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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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