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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">
+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>
+