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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-draw-with-2d-and-cube.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-draw-with-2d-and-cube.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-draw-with-2d-and-cube.html | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-draw-with-2d-and-cube.html b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-draw-with-2d-and-cube.html new file mode 100644 index 0000000000..c905c5595a --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-draw-with-2d-and-cube.html @@ -0,0 +1,103 @@ +<!-- +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.</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"> +attribute vec3 vPosition; +attribute vec2 texCoord0; +varying vec2 texCoord; +void main() +{ + gl_Position = vec4(vPosition, 1); + texCoord = texCoord0; +} +</script> +<script id="fshader" type="x-shader/x-fragment"> +precision mediump float; +varying vec2 texCoord; +uniform sampler2D tex2D; +uniform samplerCube texCube; +void main() +{ + gl_FragColor = texture2D(tex2D, texCoord); + gl_FragColor += textureCube(texCube, vec3(texCoord, 0)); +} +</script> +<script> +"use strict"; +var gl; + +function init() +{ + description( + "Tests drawing with two textures of different type. " + + "This test covers an ANGLE validation bug. See http://crbug.com/390412."); + + var canvas2d = document.getElementById("canvas2d"); + var ctx2d = canvas2d.getContext("2d"); + + var wtu = WebGLTestUtils; + gl = wtu.create3DContext("example"); + var program = wtu.setupProgram( + gl, + ["vshader", "fshader"], + ['vPosition', 'texCoord0']); + wtu.setupUnitQuad(gl); + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.BLEND); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + var texture2D = gl.createTexture(); + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, texture2D); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + var textureCube = gl.createTexture(); + gl.activeTexture(gl.TEXTURE1); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, textureCube); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + var texture2DLoc = gl.getUniformLocation(program, "tex2D"); + var textureCubeLoc = gl.getUniformLocation(program, "texCube"); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + gl.clearColor(1,0,0,1); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + gl.uniform1i(texture2DLoc, 0); + gl.uniform1i(textureCubeLoc, 1); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); +} + +init(); +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> + +</body> +</html> + |