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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL ActiveTexture BindTexture 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">
uniform mat4 world;
attribute vec3 vPosition;
attribute vec2 texCoord0;
varying vec2 texCoord;
void main()
{
gl_Position = world * vec4(vPosition, 1);
texCoord = texCoord0;
}
</script>
<script id="trivial-vs" type="text/plain">
void main()
{
gl_Position = vec4(0,0,0,1);
gl_PointSize = 1.0;
}
</script>
<script id="tex-point-fs" type="text/plain">
precision mediump float;
uniform sampler2D uSampler;
void main()
{
gl_FragColor = texture2D(uSampler, vec2(0));
}
</script>
<script>
"use strict";
var gl;
function init()
{
description(
"Tests that glActiveTexture and glBindTexture work as expected" +
"Specifically texture targets are per active texture unit.");
var canvas2d = document.getElementById("canvas2d");
var ctx2d = canvas2d.getContext("2d");
var wtu = WebGLTestUtils;
gl = wtu.create3DContext("example");
var program = wtu.setupProgram(
gl,
["vshader", wtu.simpleTextureFragmentShader],
['vPosition', 'texCoord0']);
wtu.setupUnitQuad(gl);
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.BLEND);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
var colors = [
[0,192,128,255],
[128,64,255,255],
[192,255,64,255],
[200,0,255,255]];
// Make 4 textures by using 4 active texture units if available.
var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS))
var textures = [];
for (var ii = 0; ii < texunits; ++ii) {
var tex = gl.createTexture();
gl.activeTexture(gl.TEXTURE0 + ii);
gl.bindTexture(gl.TEXTURE_2D, tex);
textures[ii] = tex;
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
// now use each texture unit to write into the textures,
for (var ii = 0; ii < texunits; ++ii) {
var c = colors[ii];
ctx2d.fillStyle =
"rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
ctx2d.fillRect(0, 0, 1, 1);
gl.activeTexture(gl.TEXTURE0 + ii);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
var textureLoc = gl.getUniformLocation(program, "tex");
var worldLoc = gl.getUniformLocation(program, "world");
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
gl.clearColor(1,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
for (var ii = 0; ii < texunits; ++ii) {
var x = ii % 2;
var y = Math.floor(ii / 2);
gl.uniform1i(textureLoc, ii);
gl.uniformMatrix4fv(
worldLoc, false,
[0.5, 0, 0, 0,
0, 0.5, 0, 0,
0, 0, 1, 0,
-0.5 + x, -0.5 + y, 0, 1]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
for (var ii = 0; ii < texunits; ++ii) {
var x = ii % 2;
var y = Math.floor(ii / 2);
wtu.checkCanvasRect(gl, x, y, 1, 1, colors[ii]);
}
debug("");
debug("Swizzle applied to correct ActiveTexture index");
{
const prog = wtu.setupProgram(
gl,
["trivial-vs", "tex-point-fs"]);
prog.uSampler = gl.getUniformLocation(prog, "uSampler");
gl.useProgram(prog);
gl.viewport(0, 0, 1, 1);
gl.activeTexture(gl.TEXTURE0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
const tex0_rgba8 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex0_rgba8);
const tex0_rgba8_data = new Uint8Array([10, 20, 30, 40]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, tex0_rgba8_data);
const tex2_a8 = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex2_a8);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, 1, 1, 0, gl.ALPHA, gl.UNSIGNED_BYTE, null);
window.control = new Uint8Array(4);
window.after_swizzle_applied = new Uint8Array(4);
gl.bindTexture(gl.TEXTURE_2D, tex0_rgba8);
gl.drawArrays(gl.POINTS, 0, 1);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, window.control);
shouldBeString("window.control", tex0_rgba8_data.toString());
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, tex2_a8);
gl.uniform1i(prog.uSampler, 2);
gl.activeTexture(gl.TEXTURE0);
gl.drawArrays(gl.POINTS, 0, 1);
// Firefox would apply the A8-on-R8 swizzle to whatever tex-unit was active.
gl.uniform1i(prog.uSampler, 0);
gl.drawArrays(gl.POINTS, 0, 1);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, window.after_swizzle_applied);
shouldBeString("window.after_swizzle_applied", tex0_rgba8_data.toString());
// Firefox would then get 0,0,0,10 here, as the [ZERO,ZERO,ZERO,RED] swizzle was applied to our
// 10,20,30,40 texture.
}
}
init();
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>