File: test_depth_tex_lazy_clear.html

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<!DOCTYPE HTML>
<html>
<head>
  <meta charset='utf-8'/>
  <script src='/tests/SimpleTest/SimpleTest.js'></script>
  <link rel='stylesheet' href='/tests/SimpleTest/test.css'>
  <script src='webgl-util.js'></script>
</head>
<body>
<script id='vs' type='x-shader/x-vertex'>

attribute vec2 aVertCoord;

void main(void) {
  gl_Position = vec4(aVertCoord, 0.0, 1.0);
}

</script>
<script id='fs' type='x-shader/x-fragment'>

precision mediump float;
uniform sampler2D uTexUnit;

void main(void) {
  vec4 tex = texture2D(uTexUnit, vec2(0));
  gl_FragColor = vec4(tex.r, 1.0, 0.0, 1.0);
}

</script>
<script>
'use strict';

var gl = null;

do {
  var c = document.createElement('canvas');
  gl = c.getContext('webgl');
  if (!gl) {
    todo(false, 'Get GL working here first.');
    break;
  }

  var ext = gl.getExtension('WEBGL_depth_texture');
  if (!ext) {
    todo(false, 'WEBGL_depth_texture not supported, which is fine.');
    break;
  }

  var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
  if (!prog) {
    ok(false, 'Program linking should succeed.');
    break;
  }

  var tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT,
                gl.UNSIGNED_INT, null);

  var uTexUnit = gl.getUniformLocation(prog, 'uTexUnit');
  gl.useProgram(prog);
  gl.uniform1i(uTexUnit, 0);

  gl.drawArrays(gl.POINTS, 0, 1);

  ok(!gl.getError(), 'Should have no errors.');
} while (false);

ok(true, 'Test complete.');

</script>
</body>
</html>