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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html new file mode 100644 index 0000000000..1e8aebde39 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-2types-of-textures-on-same-unit.html @@ -0,0 +1,132 @@ +<!-- +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 GLSL 2 types of textures on same unit 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 vec4 vPosition; +attribute vec2 texCoord0; +varying vec2 texCoord; +void main() +{ + gl_Position = vPosition; + texCoord = texCoord0; +} +</script> + +<script id="fshader" type="x-shader/x-fragment"> +precision mediump float; + +uniform sampler2D tex2d; +uniform samplerCube texCube; +varying vec2 texCoord; +void main() +{ + gl_FragColor = texture2D(tex2d, texCoord) + + textureCube(texCube, vec3(0,1,0)); +} +</script> + + <script> + "use strict"; +function init() +{ + description( + "Tests that using 2 types of textures on the same texture unit" + + "and referencing them both in the same program fails as per" + + "OpenGL ES 2.0.24 spec section 2.10.4, Samplers subsection."); + + var canvas2d = document.getElementById("canvas2d"); + var ctx2d = canvas2d.getContext("2d"); + + var wtu = WebGLTestUtils; + var gl = wtu.create3DContext("example"); + var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["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(0, 255, 0, 64)"; + 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); + } + + var tex2dLoc = gl.getUniformLocation(program, "tex2d"); + var texCubeLoc = gl.getUniformLocation(program, "texCube"); + gl.uniform1i(tex2dLoc, 1); + gl.uniform1i(texCubeLoc, 1); + + gl.clearColor(1,0,0,1); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + for (var ii = 0; ii < 4; ++ii) { + var x = ii % 2; + var y = Math.floor(ii / 2); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, + "drawing with 2 different targets on the same texture unit should generate INVALID_VALUE"); + } +} + +init(); +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> + +</body> +</html> |