| <html> |
| <head> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| |
| <script> |
| description("Tests calling WebGL APIs with objects from other contexts"); |
| |
| if (window.internals) |
| window.internals.settings.setWebGLErrorsToConsoleEnabled(false); |
| |
| var contextA = create3DContext(); |
| var contextB = create3DContext(); |
| var programA = loadStandardProgram(contextA); |
| var programB = loadStandardProgram(contextB); |
| var shaderA = loadStandardVertexShader(contextA); |
| var shaderB = loadStandardVertexShader(contextB); |
| var textureA = contextA.createTexture(); |
| var textureB = contextB.createTexture(); |
| var frameBufferA = contextA.createFramebuffer(); |
| var frameBufferB = contextB.createFramebuffer(); |
| var renderBufferA = contextA.createRenderbuffer(); |
| var renderBufferB = contextB.createRenderbuffer(); |
| var locationA = contextA.getUniformLocation(programA, 'u_modelViewProjMatrix'); |
| var locationB = contextB.getUniformLocation(programB, 'u_modelViewProjMatrix'); |
| |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.compileShader(shaderB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.linkProgram(programB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShader(programA, shaderB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShader(programB, shaderA)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.attachShader(programB, shaderB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShader(programA, shaderB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShader(programB, shaderA)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.detachShader(programB, shaderB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.shaderSource(shaderB, 'foo')"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindAttribLocation(programB, 0, 'foo')"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindFramebuffer(contextA.FRAMEBUFFER, frameBufferB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindRenderbuffer(contextA.RENDERBUFFER, renderBufferB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.bindTexture(contextA.TEXTURE_2D, textureB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.framebufferRenderbuffer(contextA.FRAMEBUFFER, contextA.DEPTH_ATTACHMENT, contextA.RENDERBUFFER, renderBufferB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.framebufferTexture2D(contextA.FRAMEBUFFER, contextA.COLOR_ATTACHMENT0, contextA.TEXTURE_2D, textureB, 0)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getProgramParameter(programB, 0)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getProgramInfoLog(programB, 0)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderParameter(shaderB, 0)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderInfoLog(shaderB, 0)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getShaderSource(shaderB)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getUniform(programB, locationA)"); |
| shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getUniformLocation(programB, 'u_modelViewProjMatrix')"); |
| </script> |
| </body> |
| </html> |