summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-active-bind-2.html
diff options
context:
space:
mode:
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.html210
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>
+