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+<!--
+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">
+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="trivial-vs" type="text/plain">
+void main()
+{
+ gl_Position = vec4(0,0,0,1);
+ gl_PointSize = 1.0;
+}
+</script>
+<script id="tex-point-fs" type="text/plain">
+precision mediump float;
+uniform sampler2D uSampler;
+void main()
+{
+ gl_FragColor = texture2D(uSampler, vec2(0));
+}
+</script>
+<script>
+"use strict";
+var gl;
+
+function init()
+{
+ description(
+ "Tests that glActiveTexture and glBindTexture work as expected" +
+ "Specifically texture targets are per active texture unit.");
+
+ var canvas2d = document.getElementById("canvas2d");
+ var ctx2d = canvas2d.getContext("2d");
+
+ var wtu = WebGLTestUtils;
+ gl = wtu.create3DContext("example");
+ var program = wtu.setupProgram(
+ gl,
+ ["vshader", wtu.simpleTextureFragmentShader],
+ ['vPosition', 'texCoord0']);
+ wtu.setupUnitQuad(gl);
+ gl.disable(gl.DEPTH_TEST);
+ gl.disable(gl.BLEND);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ var colors = [
+ [0,192,128,255],
+ [128,64,255,255],
+ [192,255,64,255],
+ [200,0,255,255]];
+
+ // Make 4 textures by using 4 active texture units if available.
+ var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS))
+ var textures = [];
+ for (var ii = 0; ii < texunits; ++ii) {
+ var tex = gl.createTexture();
+ gl.activeTexture(gl.TEXTURE0 + ii);
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ textures[ii] = tex;
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ // now use each texture unit to write into the textures,
+ for (var ii = 0; ii < texunits; ++ii) {
+ var c = colors[ii];
+ ctx2d.fillStyle =
+ "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
+ ctx2d.fillRect(0, 0, 1, 1);
+ gl.activeTexture(gl.TEXTURE0 + ii);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ var textureLoc = gl.getUniformLocation(program, "tex");
+ var worldLoc = gl.getUniformLocation(program, "world");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ gl.clearColor(1,0,0,1);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+ for (var ii = 0; ii < texunits; ++ii) {
+ var x = ii % 2;
+ var y = Math.floor(ii / 2);
+ gl.uniform1i(textureLoc, ii);
+ gl.uniformMatrix4fv(
+ worldLoc, 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);
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ for (var ii = 0; ii < texunits; ++ii) {
+ var x = ii % 2;
+ var y = Math.floor(ii / 2);
+ wtu.checkCanvasRect(gl, x, y, 1, 1, colors[ii]);
+ }
+
+ debug("");
+ debug("Swizzle applied to correct ActiveTexture index");
+
+ {
+ const prog = wtu.setupProgram(
+ gl,
+ ["trivial-vs", "tex-point-fs"]);
+ prog.uSampler = gl.getUniformLocation(prog, "uSampler");
+ gl.useProgram(prog);
+ gl.viewport(0, 0, 1, 1);
+ gl.activeTexture(gl.TEXTURE0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ const tex0_rgba8 = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex0_rgba8);
+ const tex0_rgba8_data = new Uint8Array([10, 20, 30, 40]);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, tex0_rgba8_data);
+
+ const tex2_a8 = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex2_a8);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 1, 1, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null);
+
+ window.control = new Uint8Array(4);
+ window.after_swizzle_applied = new Uint8Array(4);
+
+ gl.bindTexture(gl.TEXTURE_2D, tex0_rgba8);
+ gl.drawArrays(gl.POINTS, 0, 1);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, window.control);
+ shouldBeString("window.control", tex0_rgba8_data.toString());
+
+ gl.activeTexture(gl.TEXTURE2);
+ gl.bindTexture(gl.TEXTURE_2D, tex2_a8);
+ gl.uniform1i(prog.uSampler, 2);
+ gl.activeTexture(gl.TEXTURE0);
+ gl.drawArrays(gl.POINTS, 0, 1);
+ // Firefox would apply the A8-on-R8 swizzle to whatever tex-unit was active.
+
+ gl.uniform1i(prog.uSampler, 0);
+ gl.drawArrays(gl.POINTS, 0, 1);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, window.after_swizzle_applied);
+ shouldBeString("window.after_swizzle_applied", tex0_rgba8_data.toString());
+ // Firefox would then get 0,0,0,10 here, as the [ZERO,ZERO,ZERO,RED] swizzle was applied to our
+ // 10,20,30,40 texture.
+ }
+}
+
+init();
+var successfullyParsed = true;
+</script>
+<script src="../../../js/js-test-post.js"></script>
+
+</body>
+</html>
+