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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">
attribute vec3 vPosition;
attribute vec2 texCoord0;
varying vec2 texCoord;
void main()
{
gl_Position = vec4(vPosition, 1);
texCoord = texCoord0;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec2 texCoord;
uniform sampler2D tex2D;
uniform samplerCube texCube;
void main()
{
gl_FragColor = texture2D(tex2D, texCoord);
gl_FragColor += textureCube(texCube, vec3(texCoord, 0));
}
</script>
<script>
"use strict";
var gl;
function init()
{
description(
"Tests drawing with two textures of different type. " +
"This test covers an ANGLE validation bug. See http://crbug.com/390412.");
var canvas2d = document.getElementById("canvas2d");
var ctx2d = canvas2d.getContext("2d");
var wtu = WebGLTestUtils;
gl = wtu.create3DContext("example");
var program = wtu.setupProgram(
gl,
["vshader", "fshader"],
['vPosition', 'texCoord0']);
wtu.setupUnitQuad(gl);
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.BLEND);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
var texture2D = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture2D);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
var textureCube = gl.createTexture();
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, textureCube);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
var texture2DLoc = gl.getUniformLocation(program, "tex2D");
var textureCubeLoc = gl.getUniformLocation(program, "texCube");
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
gl.clearColor(1,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.uniform1i(texture2DLoc, 0);
gl.uniform1i(textureCubeLoc, 1);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
}
init();
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>