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Unified Diff: third_party/WebKit/LayoutTests/fast/canvas/webgl/index-validation-with-resized-buffer.html

Issue 1601093008: Remove duplicated WebGL layout tests. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 11 months ago
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Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/index-validation-with-resized-buffer.html
diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/index-validation-with-resized-buffer.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/index-validation-with-resized-buffer.html
deleted file mode 100644
index 7026222eea5f45929968ecb9dbd64fbb580af919..0000000000000000000000000000000000000000
--- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/index-validation-with-resized-buffer.html
+++ /dev/null
@@ -1,96 +0,0 @@
-<html>
-<head>
-<script src="../../../resources/js-test.js"></script>
-<script src="resources/webgl-test.js"></script>
-</head>
-<body>
-<canvas id="example" width="1px" height="1px"></canvas>
-<div id="description"></div>
-<div id="console"></div>
-
-<script id="vs" type="x-shader/x-vertex">
-attribute vec4 vPosition;
-attribute vec4 vColor;
-varying vec4 color;
-void main() {
- gl_Position = vPosition;
- color = vColor;
-}
-</script>
-<script id="fs" type="x-shader/x-fragment">
-#if defined(GL_ES)
-precision mediump float;
-#endif
-varying vec4 color;
-void main() {
- gl_FragColor = color;
-}
-</script>
-<script>
-description('Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation.')
-
-var gl = initWebGL("example", "vs", "fs", ["vPosition", "vColor"], [0, 0, 0, 1], 1);
-glErrorShouldBe(gl, gl.NO_ERROR, "after initialization");
-
-gl.useProgram(gl.program);
-var vertexObject = gl.createBuffer();
-gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
-gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
- [-1,1,0, 1,1,0, -1,-1,0,
- -1,-1,0, 1,1,0, 1,-1,0]), gl.STATIC_DRAW);
-gl.enableVertexAttribArray(0);
-gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
-glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup");
-
-var texCoordObject = gl.createBuffer();
-gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
-gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
- [0,0, 1,0, 0,1,
- 0,1, 1,0, 1,1]), gl.STATIC_DRAW);
-gl.enableVertexAttribArray(1);
-gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
-glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup");
-
-// Now resize these buffers because we want to change what we're drawing.
-gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
-gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
- -1,1,0, 1,1,0, -1,-1,0, 1,-1,0,
- -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW);
-glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition");
-gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
-gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([
- 255, 0, 0, 255,
- 255, 0, 0, 255,
- 255, 0, 0, 255,
- 255, 0, 0, 255,
- 0, 255, 0, 255,
- 0, 255, 0, 255,
- 0, 255, 0, 255,
- 0, 255, 0, 255]), gl.STATIC_DRAW);
-gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0);
-glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition");
-
-var numQuads = 2;
-var indices = new Uint8Array(numQuads * 6);
-for (var ii = 0; ii < numQuads; ++ii) {
- var offset = ii * 6;
- var quad = (ii == (numQuads - 1)) ? 4 : 0;
- indices[offset + 0] = quad + 0;
- indices[offset + 1] = quad + 1;
- indices[offset + 2] = quad + 2;
- indices[offset + 3] = quad + 2;
- indices[offset + 4] = quad + 1;
- indices[offset + 5] = quad + 3;
-}
-var indexObject = gl.createBuffer();
-gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
-gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
-glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
-gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
-glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
-
-debug("")
-</script>
-
-</body>
-</html>

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