Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/uninitialized-test.html |
diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/uninitialized-test.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/uninitialized-test.html |
deleted file mode 100644 |
index e3947751691d0dce4173a2b37a571e71d9554126..0000000000000000000000000000000000000000 |
--- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/uninitialized-test.html |
+++ /dev/null |
@@ -1,242 +0,0 @@ |
-<!doctype html> |
-<html> |
-<head> |
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> |
-<title>WebGL Uninitialized GL Resources 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 id="canvas" width="2" height="2"> </canvas> |
-<script> |
-description("Tests to check user code cannot access uninitialized data from GL resources."); |
- |
-var canvas = document.getElementById("canvas"); |
-var gl = create3DContext(canvas); |
-if (!gl) |
- testFailed("Context created."); |
-else |
- testPassed("Context created."); |
- |
-function setupTexture(texWidth, texHeight) { |
- var texture = gl.createTexture(); |
- gl.bindTexture(gl.TEXTURE_2D, texture); |
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
- |
- // this can be quite undeterministic so to improve odds of seeing uninitialized data write bits |
- // into tex then delete texture then re-create one with same characteristics (driver will likely reuse mem) |
- // with this trick on r59046 WebKit/OSX I get FAIL 100% of the time instead of ~15% of the time. |
- |
- var badData = new Uint8Array(texWidth * texHeight * 4); |
- for (var i = 0; i < badData.length; ++i) |
- badData[i] = i % 255; |
- |
- gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, badData); |
- gl.finish(); // make sure it has been uploaded |
- |
- gl.deleteTexture(texture); |
- gl.finish(); // make sure it has been deleted |
- |
- var texture = gl.createTexture(); |
- gl.bindTexture(gl.TEXTURE_2D, texture); |
- return texture; |
-} |
- |
-function checkNonZeroPixels(texture, texWidth, texHeight, skipX, skipY, skipWidth, skipHeight, skipR, skipG, skipB, skipA) { |
- gl.bindTexture(gl.TEXTURE_2D, null); |
- var fb = gl.createFramebuffer(); |
- gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); |
- shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); |
- |
- var data = new Uint8Array(texWidth * texHeight * 4); |
- gl.readPixels(0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, data); |
- |
- var k = 0; |
- for (var y = 0; y < texHeight; ++y) { |
- for (var x = 0; x < texWidth; ++x) { |
- var index = (y * texWidth + x) * 4; |
- if (x >= skipX && x < skipX + skipWidth && y >= skipY && y < skipY + skipHeight) { |
- if (data[index] != skipR || data[index + 1] != skipG || data[index + 2] != skipB || data[index + 3] != skipA) { |
- testFailed("non-zero pixel values are wrong"); |
- return; |
- } |
- } else { |
- for (var i = 0; i < 4; ++i) { |
- if (data[index + i] != 0) |
- k++; |
- } |
- } |
- } |
- } |
- if (k) { |
- testFailed("Found " + k + " non-zero bytes"); |
- } else { |
- testPassed("All data initialized"); |
- } |
-} |
- |
-var width = 512; |
-var height = 512; |
- |
-debug(""); |
-debug("Reading an uninitialized texture (texImage2D) should succeed with all bytes set to 0."); |
- |
-var tex = setupTexture(width, height); |
-gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
-checkNonZeroPixels(tex, width, height, 0, 0, 0, 0, 0, 0, 0, 0); |
-gl.deleteTexture(tex); |
-gl.finish(); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
- |
-debug(""); |
-debug("Reading an uninitialized portion of a texture (copyTexImage2D) should succeed with all bytes set to 0."); |
- |
-var tex = setupTexture(width, height); |
-var fbo = gl.createFramebuffer(); |
-gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
-var rbo = gl.createRenderbuffer(); |
-gl.bindRenderbuffer(gl.RENDERBUFFER, rbo); |
-var fboWidth = 16; |
-var fboHeight = 16; |
-gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight); |
-gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo); |
-shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); |
-gl.clearColor(1.0, 0.0, 0.0, 1.0); |
-gl.clear(gl.COLOR_BUFFER_BIT); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
-gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0); |
-checkNonZeroPixels(tex, width, height, 0, 0, fboWidth, fboHeight, 255, 0, 0, 255); |
-gl.deleteTexture(tex); |
-gl.finish(); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
- |
-debug(""); |
-debug("Reading an uninitialized portion of a texture (copyTexImage2D with negative x and y) should succeed with all bytes set to 0."); |
- |
-var tex = setupTexture(width, height); |
-var fbo = gl.createFramebuffer(); |
-gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
-var rbo = gl.createRenderbuffer(); |
-gl.bindRenderbuffer(gl.RENDERBUFFER, rbo); |
-var fboWidth = 16; |
-var fboHeight = 16; |
-gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight); |
-gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo); |
-shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); |
-gl.clearColor(1.0, 0.0, 0.0, 1.0); |
-gl.clear(gl.COLOR_BUFFER_BIT); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
-var x = -8; |
-var y = -8; |
-gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, x, y, width, height, 0); |
-checkNonZeroPixels(tex, width, height, -x, -y, fboWidth, fboHeight, 255, 0, 0, 255); |
-gl.deleteTexture(tex); |
-gl.finish(); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
- |
-debug(""); |
-debug("Reading an uninitialized portion of a texture (copyTexImage2D from WebGL internal fbo) should succeed with all bytes set to 0."); |
- |
-var tex = setupTexture(width, height); |
-gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
-gl.clearColor(0.0, 1.0, 0.0, 0.0); |
-gl.clear(gl.COLOR_BUFFER_BIT); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
-gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0); |
-checkNonZeroPixels(tex, width, height, 0, 0, canvas.width, canvas.height, 0, 255, 0, 0); |
-gl.deleteTexture(tex); |
-gl.finish(); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
- |
-debug(""); |
-debug("Reading an uninitialized portion of a texture (copyTexSubImage2D) should succeed with all bytes set to 0."); |
- |
-var tex = gl.createTexture(); |
-gl.bindTexture(gl.TEXTURE_2D, tex); |
-var data = new Uint8Array(width * height * 4); |
-for (var i = 0; i < width * height * 4; ++i) |
- data[i] = 255; |
-gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
-var fbo = gl.createFramebuffer(); |
-gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
-var rbo = gl.createRenderbuffer(); |
-gl.bindRenderbuffer(gl.RENDERBUFFER, rbo); |
-var fboWidth = 16; |
-var fboHeight = 16; |
-gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight); |
-gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo); |
-shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); |
-gl.clearColor(1.0, 0.0, 0.0, 1.0); |
-gl.clear(gl.COLOR_BUFFER_BIT); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
-gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, width, height); |
-checkNonZeroPixels(tex, width, height, 0, 0, fboWidth, fboHeight, 255, 0, 0, 255); |
-gl.deleteTexture(tex); |
-gl.finish(); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
- |
-debug(""); |
-debug("Reading an uninitialized portion of a texture (copyTexSubImage2D with negative x and y) should succeed with all bytes set to 0."); |
- |
-var tex = gl.createTexture(); |
-gl.bindTexture(gl.TEXTURE_2D, tex); |
-var data = new Uint8Array(width * height * 4); |
-for (var i = 0; i < width * height * 4; ++i) |
- data[i] = 255; |
-gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
-var fbo = gl.createFramebuffer(); |
-gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
-var rbo = gl.createRenderbuffer(); |
-gl.bindRenderbuffer(gl.RENDERBUFFER, rbo); |
-var fboWidth = 16; |
-var fboHeight = 16; |
-gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight); |
-gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo); |
-shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); |
-gl.clearColor(1.0, 0.0, 0.0, 1.0); |
-gl.clear(gl.COLOR_BUFFER_BIT); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
-var x = -8; |
-var y = -8; |
-gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x, y, width, height); |
-checkNonZeroPixels(tex, width, height, -x, -y, fboWidth, fboHeight, 255, 0, 0, 255); |
-gl.deleteTexture(tex); |
-gl.finish(); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
- |
-debug(""); |
-debug("Reading an uninitialized portion of a texture (copyTexSubImage2D from WebGL internal fbo) should succeed with all bytes set to 0."); |
- |
-var tex = gl.createTexture(); |
-gl.bindTexture(gl.TEXTURE_2D, tex); |
-var data = new Uint8Array(width * height * 4); |
-for (var i = 0; i < width * height * 4; ++i) |
- data[i] = 255; |
-gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
-gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
-gl.clearColor(0.0, 1.0, 0.0, 0.0); |
-gl.clear(gl.COLOR_BUFFER_BIT); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
-gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, width, height); |
-checkNonZeroPixels(tex, width, height, 0, 0, canvas.width, canvas.height, 0, 255, 0, 0); |
-gl.deleteTexture(tex); |
-gl.finish(); |
-glErrorShouldBe(gl, gl.NO_ERROR); |
- |
-//TODO: uninitialized vertex array buffer |
-//TODO: uninitialized vertex elements buffer |
-//TODO: uninitialized framebuffer? (implementations would need to do a GL clear at first binding?) |
-//TODO: uninitialized renderbuffer? (implementations would need to do a GL clear at first binding?) |
-//TODO: uninitialized uniform arrays? |
- |
-debug(""); |
-</script> |
-</body> |
-</html> |
- |