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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind-2.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind-2.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind-2.html | 210 |
1 files changed, 210 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind-2.html b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind-2.html new file mode 100644 index 0000000000..f459924ad1 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind-2.html @@ -0,0 +1,210 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL ActiveTexture BindTexture conformance test #2</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<script src="../../../js/js-test-pre.js"></script> +<script src="../../../js/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 id="fshader2d" type="x-shader/x-fragment"> +precision mediump float; + +uniform sampler2D tex2d; +varying vec2 texCoord; +void main() +{ + gl_FragColor = texture2D(tex2d, texCoord); +} +</script> +<script id="fshaderCube" type="x-shader/x-fragment"> +precision mediump float; + +uniform samplerCube texCube; +void main() +{ + gl_FragColor = textureCube(texCube, vec3(0,1,0)); +} +</script> + +<script> +"use strict"; +function init() +{ + description( + "Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same " + + "active texture unit works as long as they are not used " + + "simultaneously in the same shader program."); + + var canvas2d = document.getElementById("canvas2d"); + var ctx2d = canvas2d.getContext("2d"); + ctx2d.globalCompositeOperation = "copy"; + + var wtu = WebGLTestUtils; + var gl = wtu.create3DContext("example"); + var program = wtu.setupProgram( + gl, ["vshader", "fshader2d"], ["vPosition", "texCoord0"]); + + var program2d = program; + var programCube = wtu.setupProgram( + gl, ["vshader", "fshaderCube"], ["vPosition", "texCoord0"]); + + var vertexObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData( + gl.ARRAY_BUFFER, + new Float32Array([-1, 1,0, 1,1,0, -1,-1,0, + -1,-1,0, 1,1,0, 1,-1,0]), + gl.STATIC_DRAW); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + + var vertexObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData( + gl.ARRAY_BUFFER, + new Float32Array([ 0,0, 1,0, 0,1, + 0,1, 1,0, 1,1]), + gl.STATIC_DRAW); + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); + + // Make texture unit 1 active. + gl.activeTexture(gl.TEXTURE1); + + // Make a 2d texture + var tex2d = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex2d); + ctx2d.fillStyle = "rgba(0, 0, 255, 255)"; + ctx2d.fillRect(0, 0, 1, 1); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); + + // make a cube texture + var texCube = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); + ctx2d.fillStyle = "rgba(255, 0, 255, 255)"; + ctx2d.fillRect(0, 0, 1, 1); + var targets = [ + gl.TEXTURE_CUBE_MAP_POSITIVE_X, + gl.TEXTURE_CUBE_MAP_NEGATIVE_X, + gl.TEXTURE_CUBE_MAP_POSITIVE_Y, + gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, + gl.TEXTURE_CUBE_MAP_POSITIVE_Z, + gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]; + for (var ii = 0; ii < targets.length; ++ii) { + gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); + } + + // Setup program2d and programCube + var tex2dLoc = gl.getUniformLocation(program2d, "tex2d"); + var world2dLoc = gl.getUniformLocation(program2d, "world"); + var texCubeLoc = gl.getUniformLocation(programCube, "texCube"); + var worldCubeLoc = gl.getUniformLocation(programCube, "world"); + + gl.useProgram(program2d); + gl.uniform1i(tex2dLoc, 1); + gl.useProgram(programCube); + gl.uniform1i(texCubeLoc, 1); + + gl.clearColor(1,0,0,1); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + var programs = [program2d, programCube]; + var worldLocs = [world2dLoc, worldCubeLoc]; + for (var ii = 0; ii < 4; ++ii) { + var x = ii % 2; + var y = Math.floor(ii / 2); + gl.useProgram(programs[x]); + gl.uniformMatrix4fv( + worldLocs[x], 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); + } + + var colors = [ + [0,0,255,255], + [255,0,255,255], + [0,0,255,255], + [255,0,255,255]]; + + for (var ii = 0; ii < colors.length; ++ii) { + var c = colors[ii]; + var x = ii % 2; + var y = Math.floor(ii / 2); + wtu.checkCanvasRect(gl, x, y, 1, 1, c); + } + + // Test that binding to one target does not affect the other + debug(""); + debug("Testing texture target binding/unbinding"); + + var worldMatrix = [ + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1]; + + gl.activeTexture(gl.TEXTURE2); + + // Unbinding the TEXTURE_CUBE_MAP target should not affect the TEXTURE_2D target + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + gl.bindTexture(gl.TEXTURE_2D, tex2d); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); + + gl.useProgram(program2d); + gl.uniform1i(tex2dLoc, 2); + gl.uniformMatrix4fv(world2dLoc, false, worldMatrix); + gl.drawArrays(gl.TRIANGLES, 0, 6); + + wtu.checkCanvasRect(gl, 0, 0, 2, 2, [0,0,255,255]); + + // Unbinding the TEXTURE_2D target should not affect the TEXTURE_CUBE_MAP target + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); + gl.bindTexture(gl.TEXTURE_2D, tex2d); + gl.bindTexture(gl.TEXTURE_2D, null); + + gl.useProgram(programCube); + gl.uniform1i(texCubeLoc, 2); + gl.uniformMatrix4fv(worldCubeLoc, false, worldMatrix); + gl.drawArrays(gl.TRIANGLES, 0, 6); + + wtu.checkCanvasRect(gl, 0, 0, 2, 2, [255,0,255,255]); +} + +init(); +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> + +</body> +</html> + |