content/canvas/test/webgl-conformance/conformance/textures/texture-active-bind.html

Thu, 15 Jan 2015 21:03:48 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Thu, 15 Jan 2015 21:03:48 +0100
branch
TOR_BUG_9701
changeset 11
deefc01c0e14
permissions
-rw-r--r--

Integrate friendly tips from Tor colleagues to make (or not) 4.5 alpha 3;
This includes removal of overloaded (but unused) methods, and addition of
a overlooked call to DataStruct::SetData(nsISupports, uint32_t, bool.)

michael@0 1 <!--
michael@0 2 Copyright (c) 2011 The Chromium Authors. All rights reserved.
michael@0 3 Use of this source code is governed by a BSD-style license that can be
michael@0 4 found in the LICENSE file.
michael@0 5 -->
michael@0 6 <!DOCTYPE html>
michael@0 7 <html>
michael@0 8 <head>
michael@0 9 <meta charset="utf-8">
michael@0 10 <title>WebGL ActiveTexture BindTexture conformance test.</title>
michael@0 11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
michael@0 12 <script src="../../resources/js-test-pre.js"></script>
michael@0 13 <script src="../resources/webgl-test.js"> </script>
michael@0 14 <script src="../resources/webgl-test-utils.js"></script>
michael@0 15 </head>
michael@0 16 <body>
michael@0 17 <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
michael@0 18 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas>
michael@0 19 <div id="description"></div>
michael@0 20 <div id="console"></div>
michael@0 21 <script id="vshader" type="x-shader/x-vertex">
michael@0 22 uniform mat4 world;
michael@0 23 attribute vec3 vPosition;
michael@0 24 attribute vec2 texCoord0;
michael@0 25 varying vec2 texCoord;
michael@0 26 void main()
michael@0 27 {
michael@0 28 gl_Position = world * vec4(vPosition, 1);
michael@0 29 texCoord = texCoord0;
michael@0 30 }
michael@0 31 </script>
michael@0 32 <script>
michael@0 33 var gl;
michael@0 34
michael@0 35 function init()
michael@0 36 {
michael@0 37 if (window.initNonKhronosFramework) {
michael@0 38 window.initNonKhronosFramework(false);
michael@0 39 }
michael@0 40
michael@0 41 description(
michael@0 42 "Tests that glActiveTexture and glBindTexture work as expected" +
michael@0 43 "Specifically texture targets are per active texture unit.");
michael@0 44
michael@0 45 var canvas2d = document.getElementById("canvas2d");
michael@0 46 var ctx2d = canvas2d.getContext("2d");
michael@0 47
michael@0 48 var wtu = WebGLTestUtils;
michael@0 49 gl = wtu.create3DContext("example");
michael@0 50 var program = wtu.setupProgram(
michael@0 51 gl,
michael@0 52 ["vshader", wtu.setupSimpleTextureFragmentShader(gl)],
michael@0 53 ['vPosition', 'texCoord0']);
michael@0 54 wtu.setupUnitQuad(gl);
michael@0 55 gl.disable(gl.DEPTH_TEST);
michael@0 56 gl.disable(gl.BLEND);
michael@0 57 glErrorShouldBe(gl, gl.NO_ERROR);
michael@0 58
michael@0 59 var colors = [
michael@0 60 [0,192,128,255],
michael@0 61 [128,64,255,255],
michael@0 62 [192,255,64,255],
michael@0 63 [200,0,255,255]];
michael@0 64
michael@0 65 // Make 4 textures by using 4 active texture units if available.
michael@0 66 var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS))
michael@0 67 var textures = [];
michael@0 68 for (var ii = 0; ii < texunits; ++ii) {
michael@0 69 var tex = gl.createTexture();
michael@0 70 gl.activeTexture(gl.TEXTURE0 + ii);
michael@0 71 gl.bindTexture(gl.TEXTURE_2D, tex);
michael@0 72 textures[ii] = tex;
michael@0 73 }
michael@0 74 glErrorShouldBe(gl, gl.NO_ERROR);
michael@0 75
michael@0 76 // now use each texture unit to write into the textures,
michael@0 77 for (var ii = 0; ii < texunits; ++ii) {
michael@0 78 var c = colors[ii];
michael@0 79 ctx2d.fillStyle =
michael@0 80 "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
michael@0 81 ctx2d.fillRect(0, 0, 1, 1);
michael@0 82 gl.activeTexture(gl.TEXTURE0 + ii);
michael@0 83 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
michael@0 84 }
michael@0 85 glErrorShouldBe(gl, gl.NO_ERROR);
michael@0 86
michael@0 87 var textureLoc = gl.getUniformLocation(program, "tex");
michael@0 88 var worldLoc = gl.getUniformLocation(program, "world");
michael@0 89 glErrorShouldBe(gl, gl.NO_ERROR);
michael@0 90
michael@0 91 gl.clearColor(1,0,0,1);
michael@0 92 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
michael@0 93
michael@0 94 for (var ii = 0; ii < texunits; ++ii) {
michael@0 95 var x = ii % 2;
michael@0 96 var y = Math.floor(ii / 2);
michael@0 97 gl.uniform1i(textureLoc, ii);
michael@0 98 gl.uniformMatrix4fv(
michael@0 99 worldLoc, false,
michael@0 100 [0.5, 0, 0, 0,
michael@0 101 0, 0.5, 0, 0,
michael@0 102 0, 0, 1, 0,
michael@0 103 -0.5 + x, -0.5 + y, 0, 1]);
michael@0 104 gl.drawArrays(gl.TRIANGLES, 0, 6);
michael@0 105 }
michael@0 106 glErrorShouldBe(gl, gl.NO_ERROR);
michael@0 107
michael@0 108 for (var ii = 0; ii < texunits; ++ii) {
michael@0 109 var c = colors[ii];
michael@0 110 var x = ii % 2;
michael@0 111 var y = Math.floor(ii / 2);
michael@0 112 var buf = new Uint8Array(4);
michael@0 113 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
michael@0 114 var msg = 'expected:' +
michael@0 115 c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
michael@0 116 buf[0] + ', ' +
michael@0 117 buf[1] + ', ' +
michael@0 118 buf[2] + ', ' +
michael@0 119 buf[3];
michael@0 120 if (buf[0] != c[0] ||
michael@0 121 buf[1] != c[1] ||
michael@0 122 buf[2] != c[2] ||
michael@0 123 buf[3] != c[3])
michael@0 124 testFailed(msg);
michael@0 125 else
michael@0 126 testPassed(msg);
michael@0 127 }
michael@0 128 }
michael@0 129
michael@0 130 init();
michael@0 131 successfullyParsed = true;
michael@0 132 </script>
michael@0 133
michael@0 134 <script>finishTest();</script>
michael@0 135
michael@0 136 </body>
michael@0 137 </html>
michael@0 138

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