| Index: conformance/glsl-2types-of-textures-on-same-unit.html
|
| ===================================================================
|
| --- conformance/glsl-2types-of-textures-on-same-unit.html (revision 106149)
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| +++ conformance/glsl-2types-of-textures-on-same-unit.html (working copy)
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| @@ -1,137 +0,0 @@
|
| -<!--
|
| -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"/>
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| - <script src="../resources/js-test-pre.js"></script>
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| - <script src="resources/webgl-test.js"> </script>
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| - <script src="../../debug/webgl-debug.js"> </script>
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| -</head>
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| -<body>
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| -<canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
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| -<canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas>
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| -<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;
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| -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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| -
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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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| -}
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| -</script>
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| -
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| - <script>
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| -function init()
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| -{
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| - if (window.initNonKhronosFramework) {
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| - window.initNonKhronosFramework(false);
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| - }
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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.");
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| - 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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| -
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| - gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
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| - [ 0, 0, 0, 1 ], 1);
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| -
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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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| -
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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];
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| - 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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| -
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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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| -
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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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| -
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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");
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| - }
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| -}
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| -
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| -init();
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| -successfullyParsed = true;
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| -</script>
|
| -<script src="../resources/js-test-post.js"></script>
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| -
|
| -</body>
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| -</html>
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| -
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|
|