mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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191 lines
5.3 KiB
HTML
191 lines
5.3 KiB
HTML
<!--
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Copyright (c) 2009 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<title>WebGL ActiveTexture BindTexture conformance test #2</title>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/js-test-pre.js"></script>
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<script src="resources/webgl-test.js"> </script>
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</head>
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<body>
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<canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
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<canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="x-shader/x-vertex">
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uniform mat4 world;
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attribute vec3 vPosition;
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attribute vec2 texCoord0;
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varying vec2 texCoord;
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void main()
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{
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gl_Position = world * vec4(vPosition, 1);
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texCoord = texCoord0;
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}
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</script>
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<script id="fshader2d" type="x-shader/x-fragment">
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform sampler2D tex2d;
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varying vec2 texCoord;
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void main()
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{
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gl_FragColor = texture2D(tex2d, texCoord);
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}
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</script>
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<script id="fshaderCube" type="x-shader/x-fragment">
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform samplerCube texCube;
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void main()
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{
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gl_FragColor = textureCube(texCube, vec3(0,1,0));
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}
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</script>
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<script>
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function init()
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{
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if (window.initNonKhronosFramework) {
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window.initNonKhronosFramework(false);
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}
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debug("Tests that binding both TEXTURE_2D and TEXTURE_3D to the same");
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debug("active texture unit works as long as they are not used");
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debug("simultaneously in the same shader program.");
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debug("");
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var canvas2d = document.getElementById("canvas2d");
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var ctx2d = canvas2d.getContext("2d");
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ctx2d.globalCompositeOperation = "copy";
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gl = initWebGL("example", "vshader", "fshader2d", [ "vPosition", "texCoord0"],
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[ 0, 0, 0, 1 ], 1);
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var program2d = gl.program;
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var programCube = loadProgram(gl, "vshader", "fshaderCube", false);
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.BLEND);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array([-1, 1,0, 1,1,0, -1,-1,0,
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-1,-1,0, 1,1,0, 1,-1,0]),
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gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array([ 0,0, 1,0, 0,1,
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0,1, 1,0, 1,1]),
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gl.STATIC_DRAW);
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gl.enableVertexAttribArray(1);
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gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
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// Make texture unit 1 active.
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gl.activeTexture(gl.TEXTURE1);
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// Make a 2d texture
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var tex2d = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex2d);
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ctx2d.fillStyle = "rgba(0, 0, 255, 255)";
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ctx2d.fillRect(0, 0, 1, 1);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
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// make a cube texture
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var texCube = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);
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ctx2d.fillStyle = "rgba(255, 0, 255, 255)";
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ctx2d.fillRect(0, 0, 1, 1);
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var targets = [
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gl.TEXTURE_CUBE_MAP_POSITIVE_X,
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gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
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gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
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gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
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gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
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gl.TEXTURE_CUBE_MAP_NEGATIVE_Z];
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for (var ii = 0; ii < targets.length; ++ii) {
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gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
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}
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// Setup program2d and programCube
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var tex2dLoc = gl.getUniformLocation(program2d, "tex2d");
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var world2dLoc = gl.getUniformLocation(program2d, "world");
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var texCubeLoc = gl.getUniformLocation(programCube, "texCube");
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var worldCubeLoc = gl.getUniformLocation(programCube, "world");
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gl.useProgram(program2d);
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gl.uniform1i(tex2dLoc, 1);
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gl.useProgram(programCube);
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gl.uniform1i(texCubeLoc, 1);
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gl.clearColor(1,0,0,1);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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var programs = [program2d, programCube];
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var worldLocs = [world2dLoc, worldCubeLoc];
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for (var ii = 0; ii < 4; ++ii) {
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var x = ii % 2;
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var y = Math.floor(ii / 2);
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gl.useProgram(programs[x]);
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gl.uniformMatrix4fv(
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worldLocs[x], false,
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[0.5, 0, 0, 0,
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0, 0.5, 0, 0,
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0, 0, 1, 0,
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-0.5 + x, -0.5 + y, 0, 1]);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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var colors = [
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[0,0,255,255],
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[255,0,255,255],
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[0,0,255,255],
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[255,0,255,255]];
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for (var ii = 0; ii < colors.length; ++ii) {
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var c = colors[ii];
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var x = ii % 2;
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var y = Math.floor(ii / 2);
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var buf = new Uint8Array(4);
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gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
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var msg = 'expected:' +
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c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
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buf[0] + ', ' +
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buf[1] + ', ' +
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buf[2] + ', ' +
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buf[3];
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if (buf[0] != c[0] ||
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buf[1] != c[1] ||
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buf[2] != c[2] ||
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buf[3] != c[3]) {
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testFailed(msg);
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return;
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}
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testPassed(msg);
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}
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}
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init();
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successfullyParsed = true;
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</script>
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<script src="../resources/js-test-post.js"></script>
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</body>
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</html>
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