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Unified Diff: third_party/WebKit/LayoutTests/fast/canvas/webgl/texture-active-bind.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/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
deleted file mode 100644
index 1aba669a388bf694bbf3d6281feb8e52e8b464e6..0000000000000000000000000000000000000000
--- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/texture-active-bind.html
+++ /dev/null
@@ -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>
-<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;
-attribute vec2 texCoord0;
-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
-precision highp float;
-#endif
-uniform sampler2D tex;
-varying vec2 texCoord;
-void main()
-{
- gl_FragColor = texture2D(tex, texCoord);
-}
-</script>
-
-<script>
-function init()
-{
- if (window.initNonKhronosFramework) {
- window.initNonKhronosFramework(false);
- }
-
- debug("Tests that glActiveTexture and glBindTexture work as expected");
- debug("Specifically texture targets are per active texture unit.");
- debug("");
-
- var canvas2d = document.getElementById("canvas2d");
- var ctx2d = canvas2d.getContext("2d");
-
- gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
- [ 0, 0, 0, 1 ], 1);
-
- gl.disable(gl.DEPTH_TEST);
- gl.disable(gl.BLEND);
-
- 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);
-
- var vertexObject = 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);
- shouldBe("gl.getError()", "gl.NO_ERROR");
-
- var colors = [
- [0,192,128,255],
- [128,64,255,255],
- [192,255,64,255],
- [200,0,255,255]];
-
- // Make 4 textures by using 4 active texture units.
- var textures = [];
- for (var ii = 0; ii < colors.length; ++ii) {
- var tex = gl.createTexture();
- gl.activeTexture(gl.TEXTURE0 + ii);
- gl.bindTexture(gl.TEXTURE_2D, tex);
- textures[ii] = tex;
- }
- shouldBe("gl.getError()", "gl.NO_ERROR");
-
- // now use each texture unit to write into the textures,
- for (var ii = 0; ii < colors.length; ++ii) {
- var c = colors[ii];
- ctx2d.fillStyle =
- "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
- ctx2d.fillRect(0, 0, 1, 1);
- gl.activeTexture(gl.TEXTURE0 + ii);
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
- }
- shouldBe("gl.getError()", "gl.NO_ERROR");
-
- var textureLoc = gl.getUniformLocation(gl.program, "tex");
- var worldLoc = gl.getUniformLocation(gl.program, "world");
- shouldBe("gl.getError()", "gl.NO_ERROR");
-
- gl.clearColor(1,0,0,1);
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-
- for (var ii = 0; ii < colors.length; ++ii) {
- var x = ii % 2;
- var y = Math.floor(ii / 2);
- gl.uniform1i(textureLoc, ii);
- gl.uniformMatrix4fv(
- worldLoc, false,
- [0.5, 0, 0, 0,
- 0, 0.5, 0, 0,
- 0, 0, 1, 0,
- -0.5 + x, -0.5 + y, 0, 1]);
- gl.drawArrays(gl.TRIANGLES, 0, 6);
- }
- shouldBe("gl.getError()", "gl.NO_ERROR");
-
- for (var ii = 0; ii < colors.length; ++ii) {
- var c = colors[ii];
- var x = ii % 2;
- var y = Math.floor(ii / 2);
- var buf = new Uint8Array(4);
- gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
- var msg = 'expected:' +
- c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
- buf[0] + ', ' +
- buf[1] + ', ' +
- buf[2] + ', ' +
- buf[3];
- if (buf[0] != c[0] ||
- buf[1] != c[1] ||
- buf[2] != c[2] ||
- buf[3] != c[3])
- testFailed(msg);
- else
- testPassed(msg);
- }
-}
-
-init();
-</script>
-
-
-</body>
-</html>
-

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