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Unified Diff: chrome/browser/resources/gpu_internals/browser_bridge_tests.js

Issue 10378027: Fix presubmit js style nits. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 7 months ago
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Index: chrome/browser/resources/gpu_internals/browser_bridge_tests.js
diff --git a/chrome/browser/resources/gpu_internals/browser_bridge_tests.js b/chrome/browser/resources/gpu_internals/browser_bridge_tests.js
index c189af769f81a9f28a1c0cd9658ca40159db1077..b75f9fdcf61151f438609a1c796b6fc4bbae2d2c 100644
--- a/chrome/browser/resources/gpu_internals/browser_bridge_tests.js
+++ b/chrome/browser/resources/gpu_internals/browser_bridge_tests.js
@@ -1,74 +1,309 @@
-// Copyright (c) 2011 The Chromium Authors. All rights reserved.
+// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
(function() {
var dataSets = [
{
- name: "full_data_linux",
- gpuInfo: {"basic_info":[{"description":"Initialization time","value":"111"},{"description":"Vendor Id","value":"0x10de"},{"description":"Device Id","value":"0x0658"},{"description":"Driver vendor","value":"NVIDIA"},{"description":"Driver version","value":"195.36.24"},{"description":"Driver date","value":""},{"description":"Pixel shader version","value":"1.50"},{"description":"Vertex shader version","value":"1.50"},{"description":"GL version","value":"3.2"},{"description":"GL_VENDOR","value":"NVIDIA Corporation"},{"description":"GL_RENDERER","value":"Quadro FX 380/PCI/SSE2"},{"description":"GL_VERSION","value":"3.2.0 NVIDIA 195.36.24"},{"description":"GL_EXTENSIONS","value":"GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum "}],
- "featureStatus": {
- "featureStatus":
+ name: 'full_data_linux',
+ gpuInfo: {
+ 'basic_info': [
Dan Beam 2012/05/07 18:11:57 I think our style guide prefers non-quoted object
kmadhusu 2012/05/08 17:59:36 Done.
+ {
Dan Beam 2012/05/07 18:11:57 this should probably only be +2\s indented from th
kmadhusu 2012/05/08 17:59:36 Done.
+ 'description': 'Initialization time',
+ 'value': '111'
+ },
+ {
+ 'description': 'Vendor Id',
+ 'value': '0x10de'
+ },
+ {
+ 'description': 'Device Id',
+ 'value': '0x0658'
+ },
+ {
+ 'description': 'Driver vendor',
+ 'value': 'NVIDIA'
+ },
+ {
+ 'description': 'Driver version',
+ 'value': '195.36.24'
+ },
+ {
+ 'description': 'Driver date',
+ 'value': ''
+ },
+ {
+ 'description': 'Pixel shader version',
+ 'value': '1.50'
+ },
+ {
+ 'description': 'Vertex shader version',
+ 'value': '1.50'
+ },
+ {
+ 'description': 'GL version',
+ 'value': '3.2'
+ },
+ {
+ 'description': 'GL_VENDOR',
+ 'value': 'NVIDIA Corporation'
+ },
+ {
+ 'description': 'GL_RENDERER',
+ 'value': 'Quadro FX 380/PCI/SSE2'
+ },
+ {
+ 'description': 'GL_VERSION',
+ 'value': '3.2.0 NVIDIA 195.36.24'
+ },
+ {
+ 'description': 'GL_EXTENSIONS',
+ 'value': 'GL_ARB_color_buffer_float ' +
Dan Beam 2012/05/07 18:11:57 nit: it'd be less chars and possibly less error pr
kmadhusu 2012/05/08 17:59:36 Done.
+ 'GL_ARB_compatibility GL_ARB_copy_buffer ' +
+ 'GL_ARB_depth_buffer_float ' +
+ 'GL_ARB_depth_clamp GL_ARB_depth_texture ' +
+ 'GL_ARB_draw_buffers ' +
+ 'GL_ARB_draw_elements_base_vertex ' +
+ 'GL_ARB_draw_instanced ' +
+ 'GL_ARB_fragment_coord_conventions ' +
+ 'GL_ARB_fragment_program ' +
+ 'GL_ARB_fragment_program_shadow ' +
+ 'GL_ARB_fragment_shader ' +
+ 'GL_ARB_framebuffer_object ' +
+ 'GL_ARB_framebuffer_sRGB ' +
+ 'GL_ARB_geometry_shader4 ' +
+ 'GL_ARB_half_float_pixel ' +
+ 'GL_ARB_half_float_vertex ' +
+ 'GL_ARB_imaging GL_ARB_map_buffer_range ' +
+ 'GL_ARB_multisample GL_ARB_multitexture ' +
+ 'GL_ARB_occlusion_query ' +
+ 'GL_ARB_pixel_buffer_object ' +
+ 'GL_ARB_point_parameters ' +
+ 'GL_ARB_point_sprite ' +
+ 'GL_ARB_provoking_vertex ' +
+ 'GL_ARB_seamless_cube_map ' +
+ 'GL_ARB_shader_objects ' +
+ 'GL_ARB_shading_language_100 ' +
+ 'GL_ARB_shadow GL_ARB_sync ' +
+ 'GL_ARB_texture_border_clamp ' +
+ 'GL_ARB_texture_buffer_object ' +
+ 'GL_ARB_texture_compression ' +
+ 'GL_ARB_texture_compression_rgtc ' +
+ 'GL_ARB_texture_cube_map ' +
+ 'GL_ARB_texture_env_add ' +
+ 'GL_ARB_texture_env_combine ' +
+ 'GL_ARB_texture_env_crossbar ' +
+ 'GL_ARB_texture_env_dot3 ' +
+ 'GL_ARB_texture_float ' +
+ 'GL_ARB_texture_mirrored_repeat ' +
+ 'GL_ARB_texture_multisample ' +
+ 'GL_ARB_texture_non_power_of_two ' +
+ 'GL_ARB_texture_rectangle ' +
+ 'GL_ARB_texture_rg ' +
+ 'GL_ARB_transpose_matrix ' +
+ 'GL_ARB_uniform_buffer_object ' +
+ 'GL_ARB_vertex_array_bgra ' +
+ 'GL_ARB_vertex_array_object ' +
+ 'GL_ARB_vertex_buffer_object ' +
+ 'GL_ARB_vertex_program ' +
+ 'GL_ARB_vertex_shader ' +
+ 'GL_ARB_window_pos ' +
+ 'GL_ATI_draw_buffers ' +
+ 'GL_ATI_texture_float ' +
+ 'GL_ATI_texture_mirror_once ' +
+ 'GL_S3_s3tc GL_EXT_texture_env_add ' +
+ 'GL_EXT_abgr GL_EXT_bgra ' +
+ 'GL_EXT_bindable_uniform ' +
+ 'GL_EXT_blend_color ' +
+ 'GL_EXT_blend_equation_separate ' +
+ 'GL_EXT_blend_func_separate ' +
+ 'GL_EXT_blend_minmax ' +
+ 'GL_EXT_blend_subtract ' +
+ 'GL_EXT_compiled_vertex_array ' +
+ 'GL_EXT_Cg_shader ' +
+ 'GL_EXT_depth_bounds_test ' +
+ 'GL_EXT_direct_state_access ' +
+ 'GL_EXT_draw_buffers2 ' +
+ 'GL_EXT_draw_instanced ' +
+ 'GL_EXT_draw_range_elements ' +
+ 'GL_EXT_fog_coord ' +
+ 'GL_EXT_framebuffer_blit ' +
+ 'GL_EXT_framebuffer_multisample ' +
+ 'GL_EXTX_framebuffer_mixed_formats ' +
+ 'GL_EXT_framebuffer_object ' +
+ 'GL_EXT_framebuffer_sRGB ' +
+ 'GL_EXT_geometry_shader4 ' +
+ 'GL_EXT_gpu_program_parameters ' +
+ 'GL_EXT_gpu_shader4 ' +
+ 'GL_EXT_multi_draw_arrays ' +
+ 'GL_EXT_packed_depth_stencil ' +
+ 'GL_EXT_packed_float ' +
+ 'GL_EXT_packed_pixels ' +
+ 'GL_EXT_pixel_buffer_object ' +
+ 'GL_EXT_point_parameters ' +
+ 'GL_EXT_provoking_vertex ' +
+ 'GL_EXT_rescale_normal ' +
+ 'GL_EXT_secondary_color ' +
+ 'GL_EXT_separate_shader_objects ' +
+ 'GL_EXT_separate_specular_color ' +
+ 'GL_EXT_shadow_funcs ' +
+ 'GL_EXT_stencil_two_side ' +
+ 'GL_EXT_stencil_wrap ' +
+ 'GL_EXT_texture3D ' +
+ 'GL_EXT_texture_array ' +
+ 'GL_EXT_texture_buffer_object ' +
+ 'GL_EXT_texture_compression_latc ' +
+ 'GL_EXT_texture_compression_rgtc ' +
+ 'GL_EXT_texture_compression_s3tc ' +
+ 'GL_EXT_texture_cube_map ' +
+ 'GL_EXT_texture_edge_clamp ' +
+ 'GL_EXT_texture_env_combine ' +
+ 'GL_EXT_texture_env_dot3 ' +
+ 'GL_EXT_texture_filter_anisotropic ' +
+ 'GL_EXT_texture_integer ' +
+ 'GL_EXT_texture_lod ' +
+ 'GL_EXT_texture_lod_bias ' +
+ 'GL_EXT_texture_mirror_clamp ' +
+ 'GL_EXT_texture_object ' +
+ 'GL_EXT_texture_shared_exponent ' +
+ 'GL_EXT_texture_sRGB ' +
+ 'GL_EXT_texture_swizzle ' +
+ 'GL_EXT_timer_query ' +
+ 'GL_EXT_vertex_array ' +
+ 'GL_EXT_vertex_array_bgra ' +
+ 'GL_IBM_rasterpos_clip ' +
+ 'GL_IBM_texture_mirrored_repeat ' +
+ 'GL_KTX_buffer_region ' +
+ 'GL_NV_blend_square ' +
+ 'GL_NV_conditional_render ' +
+ 'GL_NV_copy_depth_to_color ' +
+ 'GL_NV_copy_image ' +
+ 'GL_NV_depth_buffer_float ' +
+ 'GL_NV_depth_clamp ' +
+ 'GL_NV_explicit_multisample ' +
+ 'GL_NV_fence GL_NV_float_buffer ' +
+ 'GL_NV_fog_distance ' +
+ 'GL_NV_fragment_program ' +
+ 'GL_NV_fragment_program_option ' +
+ 'GL_NV_fragment_program2 ' +
+ 'GL_NV_framebuffer_multisample_coverage ' +
+ 'GL_NV_geometry_shader4 ' +
+ 'GL_NV_gpu_program4 ' +
+ 'GL_NV_half_float ' +
+ 'GL_NV_light_max_exponent ' +
+ 'GL_NV_multisample_coverage ' +
+ 'GL_NV_multisample_filter_hint ' +
+ 'GL_NV_occlusion_query ' +
+ 'GL_NV_packed_depth_stencil ' +
+ 'GL_NV_parameter_buffer_object ' +
+ 'GL_NV_parameter_buffer_object2 ' +
+ 'GL_NV_pixel_data_range ' +
+ 'GL_NV_point_sprite ' +
+ 'GL_NV_primitive_restart ' +
+ 'GL_NV_register_combiners ' +
+ 'GL_NV_register_combiners2 ' +
+ 'GL_NV_shader_buffer_load ' +
+ 'GL_NV_texgen_reflection ' +
+ 'GL_NV_texture_barrier ' +
+ 'GL_NV_texture_compression_vtc ' +
+ 'GL_NV_texture_env_combine4 ' +
+ 'GL_NV_texture_expand_normal ' +
+ 'GL_NV_texture_rectangle ' +
+ 'GL_NV_texture_shader ' +
+ 'GL_NV_texture_shader2 ' +
+ 'GL_NV_texture_shader3 ' +
+ 'GL_NV_transform_feedback ' +
+ 'GL_NV_vertex_array_range ' +
+ 'GL_NV_vertex_array_range2 ' +
+ 'GL_NV_vertex_buffer_unified_memory ' +
+ 'GL_NV_vertex_program ' +
+ 'GL_NV_vertex_program1_1 ' +
+ 'GL_NV_vertex_program2 ' +
+ 'GL_NV_vertex_program2_option ' +
+ 'GL_NV_vertex_program3 ' +
+ 'GL_NVX_conditional_render ' +
+ 'GL_NVX_gpu_memory_info ' +
+ 'GL_SGIS_generate_mipmap ' +
+ 'GL_SGIS_texture_lod ' +
+ 'GL_SGIX_depth_texture GL_SGIX_shadow ' +
+ 'GL_SUN_slice_accum '}],
Dan Beam 2012/05/07 18:11:57 the ending }] are strange looking to me
kmadhusu 2012/05/08 17:59:36 Fixed.
+ 'featureStatus': {
+ 'featureStatus':
[
- {"status":"enabled","name":"2d_canvas"},
- {"status":"enabled","name":"3d_css"},
- {"status":"enabled","name":"compositing"},
- {"status":"enabled","name":"webgl"},
- {"status":"enabled","name":"multisampling"}
+ {'status': 'enabled', 'name': '2d_canvas'},
+ {'status': 'enabled', 'name': '3d_css'},
+ {'status': 'enabled', 'name': 'compositing'},
+ {'status': 'enabled', 'name': 'webgl'},
+ {'status': 'enabled', 'name': 'multisampling'}
],
- "problems":[]
+ 'problems': []
}
Dan Beam 2012/05/07 18:11:57 something about this indent is wrong, there's only
kmadhusu 2012/05/08 17:59:36 Fixed.
},
- clientInfo: {"blacklist_version":"1.10","cl":"80750-dirty","command_line":"./out/Debug/chrome --flag-switches-begin --show-composited-layer-borders --show-fps-counter --flag-switches-end","official":"Developer Build","version":"12.0.729.0","version_mod":""},
- logMessages: [ ]
+ clientInfo: {'blacklist_version': '1.10',
+ 'cl': '80750-dirty',
+ 'command_line': './out/Debug/chrome --flag-switches-begin' +
+ ' --show-composited-layer-borders' +
+ ' --show-fps-counter --flag-switches-end',
+ 'official': 'Developer Build',
+ 'version': '12.0.729.0',
+ 'version_mod': ''},
+ logMessages: []
},
{
- name: "no_data",
+ name: 'no_data',
gpuInfo: undefined,
clientInfo: undefined,
logMessages: undefined
},
{
- name: "logs",
+ name: 'logs',
gpuInfo: undefined,
clientInfo: undefined,
logMessages: [
- {"header": "foo", "message": "Bar"}
+ {'header': 'foo', 'message': 'Bar'}
]
},
// tests for status
{
- name: "feature_states",
- gpuInfo: {"basic_info":undefined,
- "featureStatus": {
- "featureStatus":
+ name: 'feature_states',
+ gpuInfo: {'basic_info': undefined,
+ 'featureStatus': {
+ 'featureStatus':
[
- {"status":"disabled_off","name":"2d_canvas"},
- {"status":"unavailable_software","name":"3d_css"},
- {"status":"disabled_software","name":"compositing"},
- {"status":"software","name":"compositing"},
- {"status":"unavailable_off","name":"webgl"},
- {"status":"enabled","name":"multisampling"}
+ {'status': 'disabled_off', 'name': '2d_canvas'},
+ {'status': 'unavailable_software', 'name': '3d_css'},
+ {'status': 'disabled_software', 'name': 'compositing'},
+ {'status': 'software', 'name': 'compositing'},
+ {'status': 'unavailable_off', 'name': 'webgl'},
+ {'status': 'enabled', 'name': 'multisampling'}
],
- "problems":[
- {description: "Something wrong", crBugs: [], webkitBugs: []},
- {description: "SomethingElse", crBugs: [], webkitBugs: []},
+ 'problems': [
{
- description: "WebKit and Chrome bug",
+ description: 'Something wrong',
+ crBugs: [],
+ webkitBugs: []
+ },
+ {
+ description: 'SomethingElse',
+ crBugs: [],
+ webkitBugs: []
+ },
+ {
+ description: 'WebKit and Chrome bug',
crBugs: [23456],
- webkitBugs: [789,2123]
+ webkitBugs: [789, 2123]
}
]
}
},
clientInfo: undefined,
- logMessages: [ ]
+ logMessages: []
}
];
var selectEl = document.createElement('select');
- for(var i = 0; i < dataSets.length; ++i) {
+ for (var i = 0; i < dataSets.length; ++i) {
var optionEl = document.createElement('option');
optionEl.textContent = dataSets[i].name;
optionEl.dataSet = dataSets[i];
@@ -89,7 +324,8 @@
controlEl.appendChild(textEl);
controlEl.appendChild(selectEl);
- document.querySelector('#debug-div').appendChild(controlEl, document.body.firstChild);
+ document.querySelector('#debug-div').appendChild(controlEl,
Dan Beam 2012/05/07 18:11:57 I hope this is being deferred until DOMContentLoad
kmadhusu 2012/05/08 17:59:36 nduca@: This comment is associated with implementa
+ document.body.firstChild);
browserBridge.applySimulatedData_(dataSets[0]);

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