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Unified Diff: third_party/WebKit/LayoutTests/fast/canvas/webgl/gl-bind-attrib-location-test.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/gl-bind-attrib-location-test.html
diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/gl-bind-attrib-location-test.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/gl-bind-attrib-location-test.html
deleted file mode 100644
index 8911f9b6772726c2b71c1d0e0c0a45252f207599..0000000000000000000000000000000000000000
--- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/gl-bind-attrib-location-test.html
+++ /dev/null
@@ -1,198 +0,0 @@
-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
- "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
-<title>WebGL BindAttribLocation Conformance Tests</title>
-<script src="../../../resources/js-test.js"></script>
-<script src="resources/webgl-test.js"></script>
-</head>
-<body>
-<div id="description"></div>
-<div id="console"></div>
-<canvas style="border: 1px solid black;" id="canvas" width="50" height="50"></canvas>
-<script id="vshader" type="text/something-not-javascript">
-attribute vec4 vPosition;
-attribute vec4 vColor;
-varying vec4 color;
-void main()
-{
- gl_Position = vPosition;
- color = vColor;
-}
-</script>
-<script id="fshader" type="text/something-not-javascript">
-#ifdef GL_ES
-precision highp float;
-#endif
-varying vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-</script>
-<script>
-description("This test ensures WebGL implementations don't allow names that start with 'gl_' when calling bindAttribLocation.");
-
-if (window.internals)
- window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
-
-debug("");
-debug("Canvas.getContext");
-
-var gl = create3DContext(document.getElementById("canvas"));
-shouldBeNonNull(gl);
-
-function fail(x,y, buf, shouldBe)
-{
- var i = (y*50+x) * 4;
- var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe;
- testFailed(reason);
-}
-
-function pass()
-{
- testPassed("drawing is correct");
-}
-
-function loadShader(shaderType, shaderId) {
- // Get the shader source.
- var shaderSource = document.getElementById(shaderId).text;
-
- // Create the shader object
- var shader = gl.createShader(shaderType);
- if (shader == null) {
- debug("*** Error: unable to create shader '"+shaderId+"'");
- return null;
- }
-
- // Load the shader source
- gl.shaderSource(shader, shaderSource);
-
- // Compile the shader
- gl.compileShader(shader);
-
- // Check the compile status
- var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
- if (!compiled) {
- // Something went wrong during compilation; get the error
- var error = gl.getShaderInfoLog(shader);
- debug("*** Error compiling shader '"+shader+"':"+error);
- gl.deleteShader(shader);
- return null;
- }
- return shader;
-}
-
-debug("");
-debug("Checking gl.bindAttribLocation.");
-
-var program = gl.createProgram();
-gl.bindAttribLocation(program, 0, "gl_foo");
-glErrorShouldBe(gl, gl.INVALID_OPERATION,
- "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'");
-gl.bindAttribLocation(program, 0, "gl_TexCoord0");
-glErrorShouldBe(gl, gl.INVALID_OPERATION,
- "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'");
-
-var vs = loadShader(gl.VERTEX_SHADER, "vshader");
-var fs = loadShader(gl.FRAGMENT_SHADER, "fshader");
-gl.attachShader(program, vs);
-gl.attachShader(program, fs);
-
-var positions = gl.createBuffer();
-gl.bindBuffer(gl.ARRAY_BUFFER, positions);
-gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
-
-var colors = gl.createBuffer();
-gl.bindBuffer(gl.ARRAY_BUFFER, colors);
-gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
- 0,1,0,1,
- 0,1,0,1,
- 0,1,0,1]), gl.STATIC_DRAW);
-
-function setBindLocations(colorLocation, positionLocation) {
- gl.bindAttribLocation(program, positionLocation, "vPosition");
- gl.bindAttribLocation(program, colorLocation, "vColor");
- gl.linkProgram(program);
- gl.useProgram(program);
- var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0);
- assertMsg(linked, "program linked successfully");
-
- debug("vPosition:" + gl.getAttribLocation(program, "vPosition"))
- debug("vColor :" + gl.getAttribLocation(program, "vColor"))
- assertMsg(gl.getAttribLocation(program, "vPosition") == positionLocation,
- "location of vPositon should be " + positionLocation);
- assertMsg(gl.getAttribLocation(program, "vColor") == colorLocation,
- "location of vColor should be " + colorLocation);
-
- var ploc = gl.getAttribLocation(program, "vPosition");
- var cloc = gl.getAttribLocation(program, "vColor");
- gl.bindBuffer(gl.ARRAY_BUFFER, positions);
- gl.enableVertexAttribArray(positionLocation);
- gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, colors);
- gl.enableVertexAttribArray(colorLocation);
- gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0);
-}
-
-function checkDraw(colorLocation, positionLocation, r, g, b, a) {
- gl.clearColor(0, 0, 0, 1);
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
- gl.drawArrays(gl.TRIANGLES, 0, 3);
-
- var width = 50;
- var height = 50;
- var buf = new Uint8Array(width * height * 4);
- gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
-
- function checkPixel(x, y, r, g, b, a) {
- var offset = (y * width + x) * 4;
- if (buf[offset + 0] != r ||
- buf[offset + 1] != g ||
- buf[offset + 2] != b ||
- buf[offset + 3] != a) {
- fail(x, y, buf, "(" + r + "," + g + "," + b + "," + a + ")");
- return false;
- }
- return true;
- }
-
- // Test several locations
- // First line should be all black
- var success = true;
- for (var i = 0; i < 50; ++i)
- success = success && checkPixel(i, 0, 0, 0, 0, 255);
-
- // Line 15 should be red for at least 10 rgba pixels starting 20 pixels in
- var offset = (15 * 50 + 20) * 4;
- for (var i = 0; i < 10; ++i)
- success = success && checkPixel(20 + i, 15, r, g, b, a);
-
- // Last line should be all black
- for (var i = 0; i < 50; ++i)
- success = success && checkPixel(i, 49, 0, 0, 0, 255);
-
- if (success)
- pass();
-
- gl.disableVertexAttribArray(positionLocation);
- gl.disableVertexAttribArray(colorLocation);
-}
-
-setBindLocations(2, 3);
-checkDraw(2, 3, 0, 255, 0, 255);
-
-setBindLocations(0, 3);
-gl.disableVertexAttribArray(0);
-gl.vertexAttrib4f(0, 1, 0, 0, 1);
-checkDraw(0, 3, 255, 0, 0, 255);
-
-glErrorShouldBe(gl, gl.NO_ERROR);
-
-debug("");
-
-</script>
-
-</body>
-</html>

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