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Issue 9360034: Remove everthing except conformance tests in the deps/third_party/webgl (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
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1 <!--
2 Copyright (c) 2009 The Chromium Authors. All rights reserved.
3 Use of this source code is governed by a BSD-style license that can be
4 found in the LICENSE file.
5 -->
6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
7 "http://www.w3.org/TR/html4/loose.dtd">
8 <html>
9 <head>
10 <title>WebGL ActiveTexture BindTexture conformance test #2</title>
11 <link rel="stylesheet" href="../resources/js-test-style.css"/>
12 <script src="../resources/js-test-pre.js"></script>
13 <script src="resources/webgl-test.js"> </script>
14 </head>
15 <body>
16 <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></c anvas>
17 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></ canvas>
18 <div id="description"></div>
19 <div id="console"></div>
20 <script id="vshader" type="x-shader/x-vertex">
21 uniform mat4 world;
22 attribute vec3 vPosition;
23 attribute vec2 texCoord0;
24 varying vec2 texCoord;
25 void main()
26 {
27 gl_Position = world * vec4(vPosition, 1);
28 texCoord = texCoord0;
29 }
30 </script>
31 <script id="fshader2d" type="x-shader/x-fragment">
32 #ifdef GL_ES
33 precision highp float;
34 #endif
35 uniform sampler2D tex2d;
36 varying vec2 texCoord;
37 void main()
38 {
39 gl_FragColor = texture2D(tex2d, texCoord);
40 }
41 </script>
42 <script id="fshaderCube" type="x-shader/x-fragment">
43 #ifdef GL_ES
44 precision highp float;
45 #endif
46 uniform samplerCube texCube;
47 void main()
48 {
49 gl_FragColor = textureCube(texCube, vec3(0,1,0));
50 }
51 </script>
52
53 <script>
54 function init()
55 {
56 if (window.initNonKhronosFramework) {
57 window.initNonKhronosFramework(false);
58 }
59
60 debug("Tests that binding both TEXTURE_2D and TEXTURE_CUBE_MAP to the same");
61 debug("active texture unit works as long as they are not used");
62 debug("simultaneously in the same shader program.");
63 debug("");
64
65 var canvas2d = document.getElementById("canvas2d");
66 var ctx2d = canvas2d.getContext("2d");
67 ctx2d.globalCompositeOperation = "copy";
68
69 gl = initWebGL("example", "vshader", "fshader2d", ["vPosition", "texCoord0"],
70 [ 0, 0, 0, 1 ], 1);
71
72 var program2d = gl.program;
73 var programCube = createProgram(
74 gl, "vshader", "fshaderCube", ["vPosition", "texCoord0"]);
75
76 gl.disable(gl.DEPTH_TEST);
77 gl.disable(gl.BLEND);
78
79 var vertexObject = gl.createBuffer();
80 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
81 gl.bufferData(
82 gl.ARRAY_BUFFER,
83 new Float32Array([-1, 1,0, 1,1,0, -1,-1,0,
84 -1,-1,0, 1,1,0, 1,-1,0]),
85 gl.STATIC_DRAW);
86 gl.enableVertexAttribArray(0);
87 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
88
89 var vertexObject = gl.createBuffer();
90 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
91 gl.bufferData(
92 gl.ARRAY_BUFFER,
93 new Float32Array([ 0,0, 1,0, 0,1,
94 0,1, 1,0, 1,1]),
95 gl.STATIC_DRAW);
96 gl.enableVertexAttribArray(1);
97 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
98
99 // Make texture unit 1 active.
100 gl.activeTexture(gl.TEXTURE1);
101
102 // Make a 2d texture
103 var tex2d = gl.createTexture();
104 gl.bindTexture(gl.TEXTURE_2D, tex2d);
105 ctx2d.fillStyle = "rgba(0, 0, 255, 255)";
106 ctx2d.fillRect(0, 0, 1, 1);
107 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
108
109 // make a cube texture
110 var texCube = gl.createTexture();
111 gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);
112 ctx2d.fillStyle = "rgba(255, 0, 255, 255)";
113 ctx2d.fillRect(0, 0, 1, 1);
114 var targets = [
115 gl.TEXTURE_CUBE_MAP_POSITIVE_X,
116 gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
117 gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
118 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
119 gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
120 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
121 for (var ii = 0; ii < targets.length; ++ii) {
122 gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
123 }
124
125 // Setup program2d and programCube
126 var tex2dLoc = gl.getUniformLocation(program2d, "tex2d");
127 var world2dLoc = gl.getUniformLocation(program2d, "world");
128 var texCubeLoc = gl.getUniformLocation(programCube, "texCube");
129 var worldCubeLoc = gl.getUniformLocation(programCube, "world");
130
131 gl.useProgram(program2d);
132 gl.uniform1i(tex2dLoc, 1);
133 gl.useProgram(programCube);
134 gl.uniform1i(texCubeLoc, 1);
135
136 gl.clearColor(1,0,0,1);
137 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
138
139 var programs = [program2d, programCube];
140 var worldLocs = [world2dLoc, worldCubeLoc];
141 for (var ii = 0; ii < 4; ++ii) {
142 var x = ii % 2;
143 var y = Math.floor(ii / 2);
144 gl.useProgram(programs[x]);
145 gl.uniformMatrix4fv(
146 worldLocs[x], false,
147 [0.5, 0, 0, 0,
148 0, 0.5, 0, 0,
149 0, 0, 1, 0,
150 -0.5 + x, -0.5 + y, 0, 1]);
151 gl.drawArrays(gl.TRIANGLES, 0, 6);
152 }
153
154 var colors = [
155 [0,0,255,255],
156 [255,0,255,255],
157 [0,0,255,255],
158 [255,0,255,255]];
159
160 for (var ii = 0; ii < colors.length; ++ii) {
161 var c = colors[ii];
162 var x = ii % 2;
163 var y = Math.floor(ii / 2);
164 var buf = new Uint8Array(4);
165 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
166 var msg = 'expected:' +
167 c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
168 buf[0] + ', ' +
169 buf[1] + ', ' +
170 buf[2] + ', ' +
171 buf[3];
172 if (buf[0] != c[0] ||
173 buf[1] != c[1] ||
174 buf[2] != c[2] ||
175 buf[3] != c[3]) {
176 testFailed(msg);
177 return;
178 }
179
180 testPassed(msg);
181 }
182 }
183
184 init();
185 successfullyParsed = true;
186 </script>
187 <script src="../resources/js-test-post.js"></script>
188
189 </body>
190 </html>
191
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