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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL GLSL 2 types of textures on same unit 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 vec4 vPosition; |
| attribute vec2 texCoord0; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_Position = vPosition; |
| texCoord = texCoord0; |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| precision mediump float; |
| |
| uniform sampler2D tex2d; |
| uniform samplerCube texCube; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_FragColor = texture2D(tex2d, texCoord) + |
| textureCube(texCube, vec3(0,1,0)); |
| } |
| </script> |
| |
| <script> |
| "use strict"; |
| function init() |
| { |
| description( |
| "Tests that using 2 types of textures on the same texture unit" + |
| "and referencing them both in the same program fails as per" + |
| "OpenGL ES 2.0.24 spec section 2.10.4, Samplers subsection."); |
| |
| var canvas2d = document.getElementById("canvas2d"); |
| var ctx2d = canvas2d.getContext("2d"); |
| |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("example"); |
| var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition", "texCoord0"]); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData( |
| gl.ARRAY_BUFFER, |
| new Float32Array([ |
| -1, 1,0, 1,1,0, -1,-1,0, |
| -1,-1,0, 1,1,0, 1,-1,0]), |
| gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData( |
| gl.ARRAY_BUFFER, |
| new Float32Array([ |
| 0,0, 1,0, 0,1, |
| 0,1, 1,0, 1,1]), |
| gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
| |
| // Make texture unit 1 active. |
| gl.activeTexture(gl.TEXTURE1); |
| |
| // Make a 2d texture |
| var tex2d = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex2d); |
| ctx2d.fillStyle = "rgba(0, 0, 255, 255)"; |
| ctx2d.fillRect(0, 0, 1, 1); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
| |
| // make a cube texture |
| var texCube = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
| ctx2d.fillStyle = "rgba(0, 255, 0, 64)"; |
| ctx2d.fillRect(0, 0, 1, 1); |
| var targets = [ |
| gl.TEXTURE_CUBE_MAP_POSITIVE_X, |
| gl.TEXTURE_CUBE_MAP_NEGATIVE_X, |
| gl.TEXTURE_CUBE_MAP_POSITIVE_Y, |
| gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, |
| gl.TEXTURE_CUBE_MAP_POSITIVE_Z, |
| gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]; |
| for (var ii = 0; ii < targets.length; ++ii) { |
| gl.texImage2D(targets[ii], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d); |
| } |
| |
| var tex2dLoc = gl.getUniformLocation(program, "tex2d"); |
| var texCubeLoc = gl.getUniformLocation(program, "texCube"); |
| gl.uniform1i(tex2dLoc, 1); |
| gl.uniform1i(texCubeLoc, 1); |
| |
| gl.clearColor(1,0,0,1); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| |
| for (var ii = 0; ii < 4; ++ii) { |
| var x = ii % 2; |
| var y = Math.floor(ii / 2); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, |
| "drawing with 2 different targets on the same texture unit should generate INVALID_VALUE"); |
| } |
| } |
| |
| init(); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |