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Unified Diff: third_party/WebKit/LayoutTests/fast/canvas/webgl/gl-object-get-calls.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/gl-object-get-calls.html
diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html
deleted file mode 100644
index 81bb137b7ec77448b1fcf3031789e2a740b33cf5..0000000000000000000000000000000000000000
--- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html
+++ /dev/null
@@ -1,251 +0,0 @@
-<!DOCTYPE html>
-<html>
-<head>
-<meta charset="utf-8">
-<script src="../../../resources/js-test.js"></script>
-<script src="resources/webgl-test.js"></script>
-</head>
-<body>
-<div id="description"></div>
-<div id="console"></div>
-
-<script>
-description("Test of get calls against GL objects like getBufferParameter, etc.");
-
-if (window.internals)
- window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
-
-function sizeInBytes(type) {
- switch (type) {
- case gl.BYTE:
- case gl.UNSIGNED_BYTE:
- return 1;
- case gl.SHORT:
- case gl.UNSIGNED_SHORT:
- return 2;
- case gl.INT:
- case gl.UNSIGNED_INT:
- case gl.FLOAT:
- return 4;
- default:
- throw "unknown type";
- }
-}
-
-var gl = create3DContext();
-
-var standardVert = loadStandardVertexShader(gl);
-var standardFrag = loadStandardFragmentShader(gl);
-var standardProgram = gl.createProgram();
-gl.attachShader(standardProgram, standardVert);
-gl.attachShader(standardProgram, standardFrag);
-gl.linkProgram(standardProgram);
-var shaders = gl.getAttachedShaders(standardProgram);
-shouldBe('shaders.length', '2');
-shouldBeTrue('shaders[0] == standardVert && shaders[1] == standardFrag || shaders[1] == standardVert && shaders[0] == standardFrag');
-glErrorShouldBe(gl, gl.NO_ERROR);
-shouldBeNull('gl.getAttachedShaders(null)');
-glErrorShouldBe(gl, gl.INVALID_VALUE);
-shouldThrow('gl.getAttachedShaders(standardVert)');
-glErrorShouldBe(gl, gl.NO_ERROR);
-
-// Test getBufferParameter
-var buffer = gl.createBuffer();
-gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
-gl.bufferData(gl.ARRAY_BUFFER, 16, gl.DYNAMIC_DRAW);
-shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE)', '16');
-shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_USAGE)', 'gl.DYNAMIC_DRAW');
-
-// Test getFramebufferAttachmentParameter
-var texture = gl.createTexture();
-gl.bindTexture(gl.TEXTURE_2D, texture);
-gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE,
- new Uint8Array([
- 0, 0, 0, 255,
- 255, 255, 255, 255,
- 255, 255, 255, 255,
- 0, 0, 0, 255]));
-gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
-gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
-gl.bindTexture(gl.TEXTURE_2D, null);
-var framebuffer = gl.createFramebuffer();
-gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
-gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
-var renderbuffer = gl.createRenderbuffer();
-glErrorShouldBe(gl, gl.NO_ERROR);
-gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
-glErrorShouldBe(gl, gl.NO_ERROR);
-gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 2, 2);
-glErrorShouldBe(gl, gl.NO_ERROR);
-gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
-// FIXME: on some machines (in particular the WebKit commit bots) the
-// framebuffer status is FRAMEBUFFER_UNSUPPORTED; more investigation
-// is needed why this is the case, because the FBO allocated
-// internally by the WebKit implementation has almost identical
-// parameters to this one. See https://bugs.webkit.org/show_bug.cgi?id=31843.
-shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
-shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.TEXTURE');
-shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'texture');
-shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL)', '0');
-shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE)', '0');
-
-shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.RENDERBUFFER');
-shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'renderbuffer');
-
-// Test getProgramParameter
-shouldBe('gl.getProgramParameter(standardProgram, gl.DELETE_STATUS)', 'false');
-shouldBe('gl.getProgramParameter(standardProgram, gl.LINK_STATUS)', 'true');
-shouldBe('typeof gl.getProgramParameter(standardProgram, gl.VALIDATE_STATUS)', '"boolean"');
-shouldBe('gl.getProgramParameter(standardProgram, gl.ATTACHED_SHADERS)', '2');
-shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTES)', '2');
-shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORMS)', '1');
-
-// Test getRenderbufferParameter
-shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)', '2');
-shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)', '2');
-// Note: we can't test the actual value of the internal format since
-// the implementation is allowed to change it.
-shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)');
-shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE)');
-var colorbuffer = gl.createRenderbuffer();
-glErrorShouldBe(gl, gl.NO_ERROR);
-gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
-glErrorShouldBe(gl, gl.NO_ERROR);
-gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 2, 2);
-shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)');
-shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)');
-shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)');
-shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)');
-
-// Test getShaderParameter
-shouldBe('gl.getShaderParameter(standardVert, gl.SHADER_TYPE)', 'gl.VERTEX_SHADER');
-shouldBe('gl.getShaderParameter(standardVert, gl.DELETE_STATUS)', 'false');
-shouldBe('gl.getShaderParameter(standardVert, gl.COMPILE_STATUS)', 'true');
-
-// Test getTexParameter
-gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
-gl.bindTexture(gl.TEXTURE_2D, texture);
-gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
-gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
-gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
-gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
-shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER)', 'gl.NEAREST');
-shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER)', 'gl.NEAREST');
-shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S)', 'gl.CLAMP_TO_EDGE');
-shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T)', 'gl.CLAMP_TO_EDGE');
-
-// Test getUniform with all variants of data types
-// Boolean uniform variables
-var boolProgram = loadProgram(gl, "resources/boolUniformShader.vert", "resources/noopUniformShader.frag");
-shouldBe('gl.getProgramParameter(boolProgram, gl.LINK_STATUS)', 'true');
-var bvalLoc = gl.getUniformLocation(boolProgram, "bval");
-var bval2Loc = gl.getUniformLocation(boolProgram, "bval2");
-var bval3Loc = gl.getUniformLocation(boolProgram, "bval3");
-var bval4Loc = gl.getUniformLocation(boolProgram, "bval4");
-gl.useProgram(boolProgram);
-gl.uniform1i(bvalLoc, 1);
-gl.uniform2i(bval2Loc, 1, 0);
-gl.uniform3i(bval3Loc, 1, 0, 1);
-gl.uniform4i(bval4Loc, 1, 0, 1, 0);
-glErrorShouldBe(gl, gl.NO_ERROR);
-shouldBe('gl.getUniform(boolProgram, bvalLoc)', 'true');
-shouldBe('gl.getUniform(boolProgram, bval2Loc)', '[true, false]');
-shouldBe('gl.getUniform(boolProgram, bval3Loc)', '[true, false, true]');
-shouldBe('gl.getUniform(boolProgram, bval4Loc)', '[true, false, true, false]');
-// Integer uniform variables
-var intProgram = loadProgram(gl, "resources/intUniformShader.vert", "resources/noopUniformShader.frag");
-shouldBe('gl.getProgramParameter(intProgram, gl.LINK_STATUS)', 'true');
-var ivalLoc = gl.getUniformLocation(intProgram, "ival");
-var ival2Loc = gl.getUniformLocation(intProgram, "ival2");
-var ival3Loc = gl.getUniformLocation(intProgram, "ival3");
-var ival4Loc = gl.getUniformLocation(intProgram, "ival4");
-gl.useProgram(intProgram);
-gl.uniform1i(ivalLoc, 1);
-gl.uniform2i(ival2Loc, 2, 3);
-gl.uniform3i(ival3Loc, 4, 5, 6);
-gl.uniform4i(ival4Loc, 7, 8, 9, 10);
-glErrorShouldBe(gl, gl.NO_ERROR);
-shouldBe('gl.getUniform(intProgram, ivalLoc)', '1');
-shouldBe('gl.getUniform(intProgram, ival2Loc)', '[2, 3]');
-shouldBe('gl.getUniform(intProgram, ival3Loc)', '[4, 5, 6]');
-shouldBe('gl.getUniform(intProgram, ival4Loc)', '[7, 8, 9, 10]');
-// Float uniform variables
-var floatProgram = loadProgram(gl, "resources/floatUniformShader.vert", "resources/noopUniformShader.frag");
-shouldBe('gl.getProgramParameter(floatProgram, gl.LINK_STATUS)', 'true');
-var fvalLoc = gl.getUniformLocation(floatProgram, "fval");
-var fval2Loc = gl.getUniformLocation(floatProgram, "fval2");
-var fval3Loc = gl.getUniformLocation(floatProgram, "fval3");
-var fval4Loc = gl.getUniformLocation(floatProgram, "fval4");
-gl.useProgram(floatProgram);
-gl.uniform1f(fvalLoc, 11);
-gl.uniform2f(fval2Loc, 12, 13);
-gl.uniform3f(fval3Loc, 14, 15, 16);
-gl.uniform4f(fval4Loc, 17, 18, 19, 20);
-glErrorShouldBe(gl, gl.NO_ERROR);
-shouldBe('gl.getUniform(floatProgram, fvalLoc)', '11');
-shouldBe('gl.getUniform(floatProgram, fval2Loc)', '[12, 13]');
-shouldBe('gl.getUniform(floatProgram, fval3Loc)', '[14, 15, 16]');
-shouldBe('gl.getUniform(floatProgram, fval4Loc)', '[17, 18, 19, 20]');
-// Sampler uniform variables
-var samplerProgram = loadProgram(gl, "resources/noopUniformShader.vert", "resources/samplerUniformShader.frag");
-shouldBe('gl.getProgramParameter(samplerProgram, gl.LINK_STATUS)', 'true');
-var s2DValLoc = gl.getUniformLocation(samplerProgram, "s2D");
-var sCubeValLoc = gl.getUniformLocation(samplerProgram, "sCube");
-gl.useProgram(samplerProgram);
-gl.uniform1i(s2DValLoc, 0);
-gl.uniform1i(sCubeValLoc, 1);
-glErrorShouldBe(gl, gl.NO_ERROR);
-shouldBe('gl.getUniform(samplerProgram, s2DValLoc)', '0');
-shouldBe('gl.getUniform(samplerProgram, sCubeValLoc)', '1');
-// Matrix uniform variables
-var matProgram = loadProgram(gl, "resources/matUniformShader.vert", "resources/noopUniformShader.frag");
-shouldBe('gl.getProgramParameter(matProgram, gl.LINK_STATUS)', 'true');
-var mval2Loc = gl.getUniformLocation(matProgram, "mval2");
-var mval3Loc = gl.getUniformLocation(matProgram, "mval3");
-var mval4Loc = gl.getUniformLocation(matProgram, "mval4");
-gl.useProgram(matProgram);
-gl.uniformMatrix2fv(mval2Loc, false, [1, 2, 3, 4]);
-gl.uniformMatrix3fv(mval3Loc, false, [5, 6, 7, 8, 9, 10, 11, 12, 13]);
-gl.uniformMatrix4fv(mval4Loc, false, [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]);
-glErrorShouldBe(gl, gl.NO_ERROR);
-shouldBe('gl.getUniform(matProgram, mval2Loc)', '[1, 2, 3, 4]');
-shouldBe('gl.getUniform(matProgram, mval3Loc)', '[5, 6, 7, 8, 9, 10, 11, 12, 13]');
-shouldBe('gl.getUniform(matProgram, mval4Loc)', '[14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]');
-
-// Test getVertexAttrib
-var array = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]);
-gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
-gl.bufferData(gl.ARRAY_BUFFER, array, gl.DYNAMIC_DRAW);
-// Vertex attribute 0 is special in that it has no current state, so
-// fetching GL_CURRENT_VERTEX_ATTRIB generates an error. Use attribute
-// 1 for these tests instead.
-gl.enableVertexAttribArray(1);
-gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
-shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)', 'buffer');
-shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'true');
-shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_SIZE)', '4');
-// Stride MUST be the value the user put in.
-shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '0');
-shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_TYPE)', 'gl.FLOAT');
-shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED)', 'false');
-gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 36, 12);
-shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '36');
-shouldBe('gl.getVertexAttribOffset(1, gl.VERTEX_ATTRIB_ARRAY_POINTER)', '12');
-gl.disableVertexAttribArray(1);
-shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'false');
-gl.vertexAttrib4f(1, 5, 6, 7, 8);
-shouldBe('gl.getVertexAttrib(1, gl.CURRENT_VERTEX_ATTRIB)', '[5, 6, 7, 8]');
-glErrorShouldBe(gl, gl.NO_ERROR);
-
-// Test cases where name == 0
-gl.deleteTexture(texture);
-shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE');
-gl.deleteRenderbuffer(renderbuffer);
-shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE');
-gl.deleteBuffer(buffer);
-shouldBeNull('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)');
-glErrorShouldBe(gl, gl.NO_ERROR);
-</script>
-
-</body>
-</html>

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