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-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/rendering/vertex-texture-fetch.html91
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/vertex-texture-fetch.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/vertex-texture-fetch.html
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@@ -0,0 +1,91 @@
+<!--
+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 Vertex Texture Fetch.</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="1" height="1" style="width: 40px; height: 40px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vs" type="text/something-not-javascript">
+attribute vec4 a_position;
+attribute vec2 a_texCoord;
+uniform sampler2D u_texture;
+varying vec4 color;
+void main() {
+ gl_Position = a_position;
+ color = texture2D(u_texture, a_texCoord);
+}
+</script>
+<script id="fs" type="text/something-not-javascript">
+precision mediump float;
+varying vec4 color;
+void main() {
+ gl_FragColor = color;
+}
+</script>
+<script>
+"use strict";
+description("checks that vertex texture fetch, if supported, operates correctly.");
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("example");
+if (!gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS)) {
+ testPassed("No vertex texture image units (vertex texture fetch not supported) -- this is legal");
+} else {
+ var texture = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE,
+ new Uint8Array([
+ 255, 0, 0, 255,
+ 0, 255, 0, 255,
+ 0, 0, 255, 255,
+ 255, 255, 0, 255]));
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
+
+ var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vTexCoord"]);
+ gl.uniform1i(gl.getUniformLocation(program, "u_texture"), 0);
+ gl.disable(gl.BLEND);
+ gl.disable(gl.DEPTH_TEST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initWebGL");
+ var bufferObjects = wtu.setupUnitQuad(gl, 0);
+ gl.disableVertexAttribArray(1);
+
+ gl.vertexAttrib2f(1, 0, 0);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red.");
+
+ gl.vertexAttrib2f(1, 1, 0);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "Should be green.");
+
+ gl.vertexAttrib2f(1, 0, 1);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 0, 255, 255], "Should be blue.");
+
+ gl.vertexAttrib2f(1, 1, 1);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [255, 255, 0, 255], "Should be yellow.");
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>