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> |
- |