Thu, 15 Jan 2015 21:03:48 +0100
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.)
1 <!--
2 Copyright (c) 2011 The Chromium Authors. All rights reserved.
3 Use of this source code is governed by a BSD-style license that can be
4 found in the LICENSE file.
5 -->
6 <!DOCTYPE html>
7 <html>
8 <head>
9 <meta charset="utf-8">
10 <title>WebGL ActiveTexture BindTexture conformance test.</title>
11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
12 <script src="../../resources/js-test-pre.js"></script>
13 <script src="../resources/webgl-test.js"> </script>
14 <script src="../resources/webgl-test-utils.js"></script>
15 </head>
16 <body>
17 <canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
18 <canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas>
19 <div id="description"></div>
20 <div id="console"></div>
21 <script id="vshader" type="x-shader/x-vertex">
22 uniform mat4 world;
23 attribute vec3 vPosition;
24 attribute vec2 texCoord0;
25 varying vec2 texCoord;
26 void main()
27 {
28 gl_Position = world * vec4(vPosition, 1);
29 texCoord = texCoord0;
30 }
31 </script>
32 <script>
33 var gl;
35 function init()
36 {
37 if (window.initNonKhronosFramework) {
38 window.initNonKhronosFramework(false);
39 }
41 description(
42 "Tests that glActiveTexture and glBindTexture work as expected" +
43 "Specifically texture targets are per active texture unit.");
45 var canvas2d = document.getElementById("canvas2d");
46 var ctx2d = canvas2d.getContext("2d");
48 var wtu = WebGLTestUtils;
49 gl = wtu.create3DContext("example");
50 var program = wtu.setupProgram(
51 gl,
52 ["vshader", wtu.setupSimpleTextureFragmentShader(gl)],
53 ['vPosition', 'texCoord0']);
54 wtu.setupUnitQuad(gl);
55 gl.disable(gl.DEPTH_TEST);
56 gl.disable(gl.BLEND);
57 glErrorShouldBe(gl, gl.NO_ERROR);
59 var colors = [
60 [0,192,128,255],
61 [128,64,255,255],
62 [192,255,64,255],
63 [200,0,255,255]];
65 // Make 4 textures by using 4 active texture units if available.
66 var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS))
67 var textures = [];
68 for (var ii = 0; ii < texunits; ++ii) {
69 var tex = gl.createTexture();
70 gl.activeTexture(gl.TEXTURE0 + ii);
71 gl.bindTexture(gl.TEXTURE_2D, tex);
72 textures[ii] = tex;
73 }
74 glErrorShouldBe(gl, gl.NO_ERROR);
76 // now use each texture unit to write into the textures,
77 for (var ii = 0; ii < texunits; ++ii) {
78 var c = colors[ii];
79 ctx2d.fillStyle =
80 "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
81 ctx2d.fillRect(0, 0, 1, 1);
82 gl.activeTexture(gl.TEXTURE0 + ii);
83 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
84 }
85 glErrorShouldBe(gl, gl.NO_ERROR);
87 var textureLoc = gl.getUniformLocation(program, "tex");
88 var worldLoc = gl.getUniformLocation(program, "world");
89 glErrorShouldBe(gl, gl.NO_ERROR);
91 gl.clearColor(1,0,0,1);
92 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
94 for (var ii = 0; ii < texunits; ++ii) {
95 var x = ii % 2;
96 var y = Math.floor(ii / 2);
97 gl.uniform1i(textureLoc, ii);
98 gl.uniformMatrix4fv(
99 worldLoc, false,
100 [0.5, 0, 0, 0,
101 0, 0.5, 0, 0,
102 0, 0, 1, 0,
103 -0.5 + x, -0.5 + y, 0, 1]);
104 gl.drawArrays(gl.TRIANGLES, 0, 6);
105 }
106 glErrorShouldBe(gl, gl.NO_ERROR);
108 for (var ii = 0; ii < texunits; ++ii) {
109 var c = colors[ii];
110 var x = ii % 2;
111 var y = Math.floor(ii / 2);
112 var buf = new Uint8Array(4);
113 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
114 var msg = 'expected:' +
115 c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
116 buf[0] + ', ' +
117 buf[1] + ', ' +
118 buf[2] + ', ' +
119 buf[3];
120 if (buf[0] != c[0] ||
121 buf[1] != c[1] ||
122 buf[2] != c[2] ||
123 buf[3] != c[3])
124 testFailed(msg);
125 else
126 testPassed(msg);
127 }
128 }
130 init();
131 successfullyParsed = true;
132 </script>
134 <script>finishTest();</script>
136 </body>
137 </html>