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Unified Diff: third_party/WebKit/LayoutTests/fast/canvas/webgl/program-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/program-test.html
diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/program-test.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/program-test.html
deleted file mode 100644
index ee0316d49241db3091b022b559abe49ab813e2fc..0000000000000000000000000000000000000000
--- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/program-test.html
+++ /dev/null
@@ -1,310 +0,0 @@
-<!DOCTYPE html>
-<html>
-<head>
-<meta charset="utf-8">
-<title>WebGL Program Compiling/Linking Conformance Test</title>
-<script src="../../../resources/js-test.js" type="text/javascript"></script>
-<script src="resources/webgl-test.js" type="text/javascript"></script>
-</head>
-<body>
-<div id="description"></div>
-<div id="console"></div>
-<canvas id="canvas" width="2" height="2"> </canvas>
-<script type="text/javascript">
-function go() {
- description("Tests that program compiling/linking/using works correctly.");
-
- debug("");
- debug("Canvas.getContext");
-
- if (window.internals)
- window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
-
- var gl = create3DContext(document.getElementById("canvas"));
- if (!gl) {
- testFailed("context does not exist");
- return;
- }
-
- testPassed("context exists");
-
- gl.clearColor(0.0, 0.0, 0.0, 0.0);
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-
- function doArraysHaveSameContents(a, b) {
- var flags = [];
- function hasUnusedValue(a, value) {
- for (var ii = 0; ii < a.length; ++ii) {
- if (a[ii] === value && !flags[ii]) {
- flags[ii] = true;
- return true;
- }
- }
- return false;
- }
-
- try {
- if (a.length !== b.length) {
- return false;
- }
- for (var ii = 0; ii < a.length; ii++) {
- if (!hasUnusedValue(b, a[ii])) {
- return false;
- }
- }
- } catch (ex) {
- return false;
- }
- return true;
- }
-
-/////// Check compileShader() /////////////////////////////
-
- var vs = gl.createShader(gl.VERTEX_SHADER);
- gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }");
- gl.compileShader(vs);
-
- assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true,
- "good vertex shader should compile");
-
- var vs2 = gl.createShader(gl.VERTEX_SHADER);
- gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }");
- gl.compileShader(vs2);
-
- assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true,
- "good vertex shader #2 should compile");
-
- var vsBad = gl.createShader(gl.VERTEX_SHADER);
- gl.shaderSource(vsBad, "WILL NOT COMPILE;");
- gl.compileShader(vsBad);
-
- assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false,
- "bad vertex shader should fail to compile");
-
- var fs = gl.createShader(gl.FRAGMENT_SHADER);
- gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
- gl.compileShader(fs);
-
- assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true,
- "good fragment shader should compile");
-
- var fs2 = gl.createShader(gl.FRAGMENT_SHADER);
- gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }");
- gl.compileShader(fs2);
-
- assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true,
- "good fragment shader #2 should compile");
-
- var fsBad = gl.createShader(gl.FRAGMENT_SHADER);
- gl.shaderSource(fsBad, "WILL NOT COMPILE;");
- gl.compileShader(fsBad);
-
- assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false,
- "bad fragment shader should fail to compile");
-
- glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point");
-
-/////// Check attachShader() /////////////////////////////
-
- function checkAttachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
- var prog = gl.createProgram();
- for (var i = 0; i < already_attached_shaders.length; ++i)
- gl.attachShader(prog, already_attached_shaders[i]);
- if(gl.getError() != gl.NO_ERROR)
- assertMsg(false, "unexpected error in attachShader()");
- gl.attachShader(prog, shader);
- glErrorShouldBe(gl, expected_error_code, errmsg);
- }
-
- checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should succeed");
- checkAttachShader([vs], vs, gl.INVALID_OPERATION,
- "attaching an already attached vertex shader should generate INVALID_OPERATION");
- checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should succeed");
- checkAttachShader([fs], fs, gl.INVALID_OPERATION,
- "attaching an already attached fragment shader should generate INVALID_OPERATION");
- checkAttachShader([vs], vs2, gl.INVALID_OPERATION,
- "attaching shaders of the same type to a program should generate INVALID_OPERATION");
- checkAttachShader([fs], fs2, gl.INVALID_OPERATION,
- "attaching shaders of the same type to a program should generate INVALID_OPERATION");
-
-/////// Check detachShader() /////////////////////////////
-
- function checkDetachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
- var prog = gl.createProgram();
- for (var i = 0; i < already_attached_shaders.length; ++i)
- gl.attachShader(prog, already_attached_shaders[i]);
- if(gl.getError() != gl.NO_ERROR)
- assertMsg(false, "unexpected error in attachShader()");
- gl.detachShader(prog, shader);
- glErrorShouldBe(gl, expected_error_code, errmsg);
- }
-
- checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should succeed");
- checkDetachShader([fs], vs, gl.INVALID_OPERATION,
- "detaching a not already attached vertex shader should generate INVALID_OPERATION");
- checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should succeed");
- checkDetachShader([vs], fs, gl.INVALID_OPERATION,
- "detaching a not already attached fragment shader should generate INVALID_OPERATION");
-
-/////// Check getAttachedShaders() /////////////////////////////
-
- function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) {
- var prog = gl.createProgram();
- for (var i = 0; i < shaders_to_attach.length; ++i)
- gl.attachShader(prog, shaders_to_attach[i]);
- if(gl.getError() != gl.NO_ERROR)
- assertMsg(false, "unexpected error in attachShader()");
- for (var i = 0; i < shaders_to_detach.length; ++i)
- gl.detachShader(prog, shaders_to_detach[i]);
- if(gl.getError() != gl.NO_ERROR)
- assertMsg(false, "unexpected error in detachShader()");
- assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg);
- }
- checkGetAttachedShaders([], [], [], "getAttachedShaders should return an empty list by default");
- checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should give the expected list");
- checkGetAttachedShaders([fs, vs], [], [fs, vs],
- "attaching some shaders should give the expected list");
- checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it shoud leave an empty list");
- checkGetAttachedShaders([fs, vs], [fs, vs], [],
- "attaching some shaders and detaching them in same order shoud leave an empty list");
- checkGetAttachedShaders([fs, vs], [vs, fs], [],
- "attaching some shaders and detaching them in random order shoud leave an empty list");
- checkGetAttachedShaders([fs, vs], [vs], [fs],
- "attaching and detaching some shaders should leave the difference list");
- checkGetAttachedShaders([fs, vs], [fs], [vs],
- "attaching and detaching some shaders should leave the difference list");
- checkGetAttachedShaders([fsBad], [], [fsBad],
- "attaching a shader that failed to compile should still show it in the list");
- checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad],
- "attaching shaders, including one that failed to compile, should still show the it in the list");
-
-/////// Check linkProgram() and useProgram /////////////////////////////
-
- function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, errmsg) {
- var prog = gl.createProgram();
- for (var i = 0; i < shaders.length; ++i) {
- gl.attachShader(prog, shaders[i]);
- if (deleteShaderAfterAttach)
- gl.deleteShader(shaders[i]);
- }
- gl.bindAttribLocation(prog, 0, "aVertex");
- gl.bindAttribLocation(prog, 1, "aColor");
- gl.linkProgram(prog);
- if (gl.getError() != gl.NO_ERROR)
- assertMsg(false, "unexpected error in linkProgram()");
- assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_status, errmsg);
- if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STATUS) == false)
- debug(gl.getProgramInfoLog(prog));
- if (gl.getError() != gl.NO_ERROR)
- assertMsg(false, "unexpected error in getProgramParameter()");
- gl.useProgram(prog);
- if (expected_status == true)
- glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succeed");
- if (expected_status == false)
- glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
- return prog;
- }
-
- var progGood1 = checkLinkAndUse([vs, fs], false, true, "valid program should link");
- var progGood2 = checkLinkAndUse([vs, fs2], false, true, "valid program #2 should link");
- var progBad1 = checkLinkAndUse([vs], false, false, "program with no fragment shader should fail to link");
- var progBad2 = checkLinkAndUse([fs], false, false, "program with no vertex shader should fail to link");
- var progBad3 = checkLinkAndUse([vsBad, fs], false, false, "program with bad vertex shader should fail to link");
- var progBad4 = checkLinkAndUse([vs, fsBad], false, false, "program with bad fragment shader should fail to link");
- var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, "program with bad shaders should fail to link");
-
- gl.useProgram(progGood1);
- glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a GL error");
-
- var vbuf = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
- gl.bufferData(gl.ARRAY_BUFFER,
- new Float32Array([
- 0.0, 0.0, 0.0, 1.0,
- 1.0, 0.0, 0.0, 1.0,
- 1.0, 1.0, 0.0, 1.0,
- 0.0, 1.0, 0.0, 1.0]),
- gl.STATIC_DRAW);
- gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0);
- gl.enableVertexAttribArray(0);
- gl.vertexAttrib3f(1, 1.0, 0.0, 0.0);
-
- glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2");
-
- gl.useProgram(progGood1);
- gl.drawArrays(gl.TRIANGLES, 0, 3);
- glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
-
- gl.useProgram(progBad1);
- glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
- gl.drawArrays(gl.TRIANGLES, 0, 3);
- glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not change the current rendering state");
-
- gl.useProgram(progGood2);
- gl.drawArrays(gl.TRIANGLES, 0, 3);
- glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
- gl.detachShader(progGood2, fs2);
- gl.attachShader(progGood2, fsBad);
- gl.linkProgram(progGood2);
- assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false,
- "linking should fail with in-use formerly good program, with new bad shader attached");
-
- gl.useProgram(progGood1);
- gl.drawArrays(gl.TRIANGLES, 0, 4);
- glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
-
- var progGood1 = checkLinkAndUse([vs, fs], true, true, "delete shaders after attaching them and before linking program should not affect linkProgram");
- gl.useProgram(progGood1);
- gl.drawArrays(gl.TRIANGLES, 0, 4);
- glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
-
-/////// Check deleteProgram() and deleteShader() /////////////////////////////
-
- gl.useProgram(progGood1);
- gl.deleteProgram(progGood1);
- gl.drawArrays(gl.TRIANGLES, 0, 4);
- glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't change the current rendering state");
-
- gl.linkProgram(progGood1);
- glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted");
-
- var fs3 = gl.createShader(gl.FRAGMENT_SHADER);
- gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
- gl.compileShader(fs3);
-
- assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
- "good fragment shader should compile");
-
- gl.deleteShader(fs3);
- gl.compileShader(fs3);
- glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be deleted immediately");
-
- fs3 = gl.createShader(gl.FRAGMENT_SHADER);
- gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
- gl.compileShader(fs3);
-
- assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
- "good fragment shader should compile");
-
- gl.detachShader(progGood1, fs);
- gl.attachShader(progGood1, fs3);
-
- gl.deleteShader(fs3);
- gl.compileShader(fs3);
- assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
- "an attached shader shouldn't be deleted");
-
- gl.useProgram(null);
- gl.linkProgram(progGood1);
- glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be deleted once it's no longer the current program");
-
- gl.compileShader(fs3);
- glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be deleted once all its attachments are removed");
-}
-
-debug("");
-go();
-</script>
-
-</body>
-</html>

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