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83 lines
3.0 KiB
HTML
83 lines
3.0 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html><head>
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<!--
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Tests for the OpenGL ES 2.0 HTML Canvas context
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Copyright (C) 2009 Ilmari Heikkinen <ilmari.heikkinen@gmail.com>
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following
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conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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-->
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<meta http-equiv="content-type" content="text/html; charset=UTF-8">
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<link rel="stylesheet" type="text/css" href="../unit.css" />
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<script type="application/x-javascript" src="../unit.js"></script>
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<script type="application/x-javascript" src="../util.js"></script>
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<script type="application/x-javascript">
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Tests.startUnit = function () {
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var canvas = document.getElementById('gl');
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var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID));
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return [gl];
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}
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Tests.testIs = function(gl) {
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var tex = loadTexture(gl, document.getElementById('2d'));
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gl.bindTexture(gl.TEXTURE_2D, tex);
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var fbo = new FBO(gl, 1, 1);
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fbo.use();
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var prog = gl.createProgram();
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var sh1 = gl.createShader(gl.VERTEX_SHADER);
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var sh2 = gl.createShader(gl.FRAGMENT_SHADER);
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var buf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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assert("tex", gl.isTexture(tex));
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assert("fbo", gl.isFramebuffer(fbo.fbo));
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assert("rbo", gl.isRenderbuffer(fbo.rbo));
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assert("prog", gl.isProgram(prog));
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assert("sh1", gl.isShader(sh1));
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assert("sh2", gl.isShader(sh2));
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assert("buf", gl.isBuffer(buf));
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gl.deleteTexture(tex);
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gl.deleteFramebuffer(fbo.fbo);
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gl.deleteRenderbuffer(fbo.rbo);
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gl.deleteProgram(prog);
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gl.deleteShader(sh1);
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gl.deleteShader(sh2);
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gl.deleteBuffer(buf);
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// NOTE: we purposely do not unbind things.
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assert("tex", !gl.isTexture(tex));
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assert("fbo", !gl.isFramebuffer(fbo.fbo));
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assert("rbo", !gl.isRenderbuffer(fbo.rbo));
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assert("prog", !gl.isProgram(prog));
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assert("sh1", !gl.isShader(sh1));
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assert("sh2", !gl.isShader(sh2));
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assert("buf", !gl.isBuffer(buf));
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}
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</script>
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<style>canvas{ position:absolute; }</style>
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</head><body>
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<canvas id="gl" width="1" height="1"></canvas>
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<canvas id="2d" width="16" height="16"></canvas>
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</body></html>
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