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> |