| Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/uniform-location-length-limits.html
|
| diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/uniform-location-length-limits.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/uniform-location-length-limits.html
|
| deleted file mode 100644
|
| index 9854b3e1cf310d4fdfb428ae2853e55e29020462..0000000000000000000000000000000000000000
|
| --- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/uniform-location-length-limits.html
|
| +++ /dev/null
|
| @@ -1,107 +0,0 @@
|
| -<!DOCTYPE html>
|
| -<html>
|
| -<head>
|
| -<meta charset="utf-8">
|
| -<title>WebGL uniform location length tests</title>
|
| -<script src="../../../resources/js-test.js"></script>
|
| -<script src="resources/webgl-test.js"> </script>
|
| -<script src="resources/webgl-test-utils.js"> </script>
|
| -</head>
|
| -<body>
|
| -<canvas id="example" width="50" height="50">
|
| -There is supposed to be an example drawing here, but it's not important.
|
| -</canvas>
|
| -<div id="description">Verify limits on the lengths of uniform locations.</div>
|
| -<div id="console"></div>
|
| -<script id="goodVertexShader1" type="x-shader/x-vertex">
|
| -// A vertex shader where the uniform name is long, but well below the limit.
|
| -struct Nesting2 {
|
| - vec4 identifier62CharactersLong_01234567890123456789012345678901234;
|
| -};
|
| -
|
| -struct Nesting1 {
|
| - Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
|
| -};
|
| -
|
| -uniform Nesting1 identifier70CharactersLong_01234567890123456789012345678901234567890;
|
| -
|
| -void main() {
|
| - gl_Position = identifier70CharactersLong_01234567890123456789012345678901234567890.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234;
|
| -}
|
| -</script>
|
| -<script id="goodVertexShader2" type="x-shader/x-vertex">
|
| -// A vertex shader where the needed uniform location is exactly 256 characters.
|
| -struct Nesting2 {
|
| - vec4 identifier62CharactersLong_01234567890123456789012345678901234;
|
| -};
|
| -
|
| -struct Nesting1 {
|
| - Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
|
| -};
|
| -
|
| -uniform Nesting1 identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789;
|
| -
|
| -void main() {
|
| - gl_Position = identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234;
|
| -}
|
| -</script>
|
| -<script id="badVertexShader" type="x-shader/x-vertex">
|
| -// A vertex shader where the needed uniform location is 257 characters.
|
| -struct Nesting2 {
|
| - vec4 identifier63CharactersLong_012345678901234567890123456789012345;
|
| -};
|
| -
|
| -struct Nesting1 {
|
| - Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
|
| -};
|
| -
|
| -uniform Nesting1 identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789;
|
| -
|
| -void main() {
|
| - Nesting2 temp = identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456;
|
| - gl_Position = temp.identifier63CharactersLong_012345678901234567890123456789012345;
|
| -}
|
| -</script>
|
| -<script id="fragmentShader" type="x-shader/x-fragment">
|
| -precision mediump float;
|
| -
|
| -void main() {
|
| - gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
| -}
|
| -</script>
|
| -<script>
|
| -if (window.initNonKhronosFramework) {
|
| - window.initNonKhronosFramework(false);
|
| -}
|
| -
|
| -if (window.internals)
|
| - window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
|
| -
|
| -var wtu = WebGLTestUtils;
|
| -var gl = wtu.create3DContext(document.getElementById("example"));
|
| -
|
| -debug("Test uniform location underneath the length limit");
|
| -var program = wtu.loadProgramFromScript(gl, "goodVertexShader1", "fragmentShader");
|
| -shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true');
|
| -var uniformLoc = gl.getUniformLocation(program, "identifier70CharactersLong_01234567890123456789012345678901234567890.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234");
|
| -shouldBeNonNull('uniformLoc');
|
| -wtu.glErrorShouldBe(gl, gl.NONE);
|
| -
|
| -debug("Test uniform location exactly at the length limit");
|
| -var program = wtu.loadProgramFromScript(gl, "goodVertexShader2", "fragmentShader");
|
| -shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true');
|
| -var uniformLoc = gl.getUniformLocation(program, "identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234");
|
| -shouldBeNonNull('uniformLoc');
|
| -wtu.glErrorShouldBe(gl, gl.NONE);
|
| -
|
| -debug("Test uniform location over the length limit");
|
| -program = wtu.loadProgramFromScript(gl, "badVertexShader", "fragmentShader");
|
| -wtu.glErrorShouldBe(gl, gl.NONE);
|
| -shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true');
|
| -var uniformLoc = gl.getUniformLocation(program, "identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier63CharactersLong_012345678901234567890123456789012345");
|
| -wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
|
| -shouldBeNull('uniformLoc');
|
| -
|
| -</script>
|
| -</body>
|
| -</html>
|
|
|