| Index: conformance/texture-active-bind.html
|
| ===================================================================
|
| --- conformance/texture-active-bind.html (revision 106149)
|
| +++ conformance/texture-active-bind.html (working copy)
|
| @@ -1,140 +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">
|
| -<title>WebGL ActiveTexture BindTexture 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="resources/webgl-test-utils.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">
|
| -uniform mat4 world;
|
| -attribute vec3 vPosition;
|
| -attribute vec2 texCoord0;
|
| -varying vec2 texCoord;
|
| -void main()
|
| -{
|
| - gl_Position = world * vec4(vPosition, 1);
|
| - texCoord = texCoord0;
|
| -}
|
| -</script>
|
| -<script>
|
| -var gl;
|
| -
|
| -function init()
|
| -{
|
| - if (window.initNonKhronosFramework) {
|
| - window.initNonKhronosFramework(false);
|
| - }
|
| -
|
| - debug("Tests that glActiveTexture and glBindTexture work as expected");
|
| - debug("Specifically texture targets are per active texture unit.");
|
| - debug("");
|
| -
|
| - var canvas2d = document.getElementById("canvas2d");
|
| - var ctx2d = canvas2d.getContext("2d");
|
| -
|
| - var wtu = WebGLTestUtils;
|
| - var canvas = document.getElementById("example");
|
| - gl = wtu.create3DContext(canvas);
|
| - var program = wtu.setupProgram(
|
| - gl,
|
| - [wtu.loadShaderFromScript(gl, "vshader"),
|
| - wtu.setupSimpleTextureFragmentShader(gl)],
|
| - ['vPosition', 'texCoord0']);
|
| - wtu.setupUnitQuad(gl);
|
| - gl.disable(gl.DEPTH_TEST);
|
| - gl.disable(gl.BLEND);
|
| - glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| - var colors = [
|
| - [0,192,128,255],
|
| - [128,64,255,255],
|
| - [192,255,64,255],
|
| - [200,0,255,255]];
|
| -
|
| - // Make 4 textures by using 4 active texture units if available.
|
| - var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS))
|
| - var textures = [];
|
| - for (var ii = 0; ii < texunits; ++ii) {
|
| - var tex = gl.createTexture();
|
| - gl.activeTexture(gl.TEXTURE0 + ii);
|
| - gl.bindTexture(gl.TEXTURE_2D, tex);
|
| - textures[ii] = tex;
|
| - }
|
| - glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| - // now use each texture unit to write into the textures,
|
| - for (var ii = 0; ii < texunits; ++ii) {
|
| - var c = colors[ii];
|
| - ctx2d.fillStyle =
|
| - "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
|
| - ctx2d.fillRect(0, 0, 1, 1);
|
| - gl.activeTexture(gl.TEXTURE0 + ii);
|
| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
|
| - }
|
| - glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| - var textureLoc = gl.getUniformLocation(program, "tex");
|
| - var worldLoc = gl.getUniformLocation(program, "world");
|
| - glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| - gl.clearColor(1,0,0,1);
|
| - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
| -
|
| - for (var ii = 0; ii < texunits; ++ii) {
|
| - var x = ii % 2;
|
| - var y = Math.floor(ii / 2);
|
| - gl.uniform1i(textureLoc, ii);
|
| - gl.uniformMatrix4fv(
|
| - worldLoc, false,
|
| - [0.5, 0, 0, 0,
|
| - 0, 0.5, 0, 0,
|
| - 0, 0, 1, 0,
|
| - -0.5 + x, -0.5 + y, 0, 1]);
|
| - gl.drawArrays(gl.TRIANGLES, 0, 6);
|
| - }
|
| - glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| - for (var ii = 0; ii < texunits; ++ii) {
|
| - var c = colors[ii];
|
| - var x = ii % 2;
|
| - var y = Math.floor(ii / 2);
|
| - var buf = new Uint8Array(4);
|
| - gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
|
| - var msg = 'expected:' +
|
| - c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
|
| - buf[0] + ', ' +
|
| - buf[1] + ', ' +
|
| - buf[2] + ', ' +
|
| - buf[3];
|
| - if (buf[0] != c[0] ||
|
| - buf[1] != c[1] ||
|
| - buf[2] != c[2] ||
|
| - buf[3] != c[3])
|
| - testFailed(msg);
|
| - else
|
| - testPassed(msg);
|
| - }
|
| -}
|
| -
|
| -init();
|
| -successfullyParsed = true;
|
| -</script>
|
| -
|
| -<script src="../resources/js-test-post.js"></script>
|
| -
|
| -</body>
|
| -</html>
|
| -
|
|
|