| Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/texture-active-bind.html
|
| diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/texture-active-bind.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/texture-active-bind.html
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| deleted file mode 100644
|
| index 1aba669a388bf694bbf3d6281feb8e52e8b464e6..0000000000000000000000000000000000000000
|
| --- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/texture-active-bind.html
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| +++ /dev/null
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| @@ -1,155 +0,0 @@
|
| -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
|
| - "http://www.w3.org/TR/html4/loose.dtd">
|
| -<html>
|
| - <head>
|
| - <title>WebGL ActiveTexture BindTexture conformance test.</title>
|
| - <script src="../../../resources/js-test.js"></script>
|
| - <script src="resources/webgl-test.js"> </script>
|
| -</head>
|
| -<body>
|
| -<canvas id="example" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
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| -<canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></canvas>
|
| -<div id="description"></div>
|
| -<div id="console"></div>
|
| -<script id="vshader" type="x-shader/x-vertex">
|
| -uniform mat4 world;
|
| -attribute vec3 vPosition;
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| -attribute vec2 texCoord0;
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| -varying vec2 texCoord;
|
| -void main()
|
| -{
|
| - gl_Position = world * vec4(vPosition, 1);
|
| - texCoord = texCoord0;
|
| -}
|
| -</script>
|
| -
|
| -<script id="fshader" type="x-shader/x-fragment">
|
| -#ifdef GL_ES
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| -precision highp float;
|
| -#endif
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| -uniform sampler2D tex;
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| -varying vec2 texCoord;
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| -void main()
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| -{
|
| - gl_FragColor = texture2D(tex, texCoord);
|
| -}
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| -</script>
|
| -
|
| -<script>
|
| -function init()
|
| -{
|
| - if (window.initNonKhronosFramework) {
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| - window.initNonKhronosFramework(false);
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| - }
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| -
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| - debug("Tests that glActiveTexture and glBindTexture work as expected");
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| - debug("Specifically texture targets are per active texture unit.");
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| - debug("");
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| -
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| - var canvas2d = document.getElementById("canvas2d");
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| - var ctx2d = canvas2d.getContext("2d");
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| -
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| - gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
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| - [ 0, 0, 0, 1 ], 1);
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| -
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| - gl.disable(gl.DEPTH_TEST);
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| - gl.disable(gl.BLEND);
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| -
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| - var vertexObject = gl.createBuffer();
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| - gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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| - gl.bufferData(
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| - gl.ARRAY_BUFFER,
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| - new Float32Array([-1, 1,0, 1,1,0, -1,-1,0,
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| - -1,-1,0, 1,1,0, 1,-1,0]),
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| - gl.STATIC_DRAW);
|
| - gl.enableVertexAttribArray(0);
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| - gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
|
| -
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| - var vertexObject = gl.createBuffer();
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| - gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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| - gl.bufferData(
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| - gl.ARRAY_BUFFER,
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| - new Float32Array([ 0,0, 1,0, 0,1,
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| - 0,1, 1,0, 1,1]),
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| - gl.STATIC_DRAW);
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| - gl.enableVertexAttribArray(1);
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| - gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
|
| - shouldBe("gl.getError()", "gl.NO_ERROR");
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| -
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| - var colors = [
|
| - [0,192,128,255],
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| - [128,64,255,255],
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| - [192,255,64,255],
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| - [200,0,255,255]];
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| -
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| - // Make 4 textures by using 4 active texture units.
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| - var textures = [];
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| - for (var ii = 0; ii < colors.length; ++ii) {
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| - var tex = gl.createTexture();
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| - gl.activeTexture(gl.TEXTURE0 + ii);
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| - gl.bindTexture(gl.TEXTURE_2D, tex);
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| - textures[ii] = tex;
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| - }
|
| - shouldBe("gl.getError()", "gl.NO_ERROR");
|
| -
|
| - // now use each texture unit to write into the textures,
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| - for (var ii = 0; ii < colors.length; ++ii) {
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| - var c = colors[ii];
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| - ctx2d.fillStyle =
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| - "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
|
| - ctx2d.fillRect(0, 0, 1, 1);
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| - gl.activeTexture(gl.TEXTURE0 + ii);
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| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
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| - }
|
| - shouldBe("gl.getError()", "gl.NO_ERROR");
|
| -
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| - var textureLoc = gl.getUniformLocation(gl.program, "tex");
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| - var worldLoc = gl.getUniformLocation(gl.program, "world");
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| - shouldBe("gl.getError()", "gl.NO_ERROR");
|
| -
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| - gl.clearColor(1,0,0,1);
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| - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| -
|
| - for (var ii = 0; ii < colors.length; ++ii) {
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| - var x = ii % 2;
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| - var y = Math.floor(ii / 2);
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| - gl.uniform1i(textureLoc, ii);
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| - gl.uniformMatrix4fv(
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| - worldLoc, false,
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| - [0.5, 0, 0, 0,
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| - 0, 0.5, 0, 0,
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| - 0, 0, 1, 0,
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| - -0.5 + x, -0.5 + y, 0, 1]);
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| - gl.drawArrays(gl.TRIANGLES, 0, 6);
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| - }
|
| - shouldBe("gl.getError()", "gl.NO_ERROR");
|
| -
|
| - for (var ii = 0; ii < colors.length; ++ii) {
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| - var c = colors[ii];
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| - var x = ii % 2;
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| - var y = Math.floor(ii / 2);
|
| - var buf = new Uint8Array(4);
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| - gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
|
| - var msg = 'expected:' +
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| - c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
|
| - buf[0] + ', ' +
|
| - buf[1] + ', ' +
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| - buf[2] + ', ' +
|
| - buf[3];
|
| - if (buf[0] != c[0] ||
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| - buf[1] != c[1] ||
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| - buf[2] != c[2] ||
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| - buf[3] != c[3])
|
| - testFailed(msg);
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| - else
|
| - testPassed(msg);
|
| - }
|
| -}
|
| -
|
| -init();
|
| -</script>
|
| -
|
| -
|
| -</body>
|
| -</html>
|
| -
|
|
|