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Unified Diff: third_party/WebKit/LayoutTests/fast/canvas/webgl/glsl-conformance.html

Issue 2447493002: Removed some duplicate layout tests under fast/canvas/webgl (Closed)
Patch Set: Created 4 years, 2 months ago
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Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/glsl-conformance.html
diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/glsl-conformance.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/glsl-conformance.html
deleted file mode 100644
index 3fc996336a1d6163f3d9197942884b26ab538c11..0000000000000000000000000000000000000000
--- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/glsl-conformance.html
+++ /dev/null
@@ -1,526 +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 GLSL Conformance Tests</title>
-<script src="../../../resources/js-test.js"></script>
-<script src="resources/webgl-test.js"></script>
-<script src="resources/webgl-test-utils.js"></script>
-</head>
-<body>
-<div id="description"></div>
-<div id="console"></div>
-<script id="vshader" type="text/something-not-javascript">
-attribute vec4 vPosition;
-void main()
-{
- gl_Position = vPosition;
-}
-</script>
-<script id="fshader" type="text/something-not-javascript">
-precision mediump float;
-void main()
-{
- gl_FragColor = vec4(1.0,0.0,0.0,1.0);
-}
-</script>
-<script id="fshaderWithPrecision" type="text/something-not-javascript">
-void main()
-{
- mediump vec4 color = vec4(1.0,0.0,0.0,1.0);
- gl_FragColor = color;
-}
-</script>
-<script id="vshaderWithDefaultPrecision" type="text/something-not-javascript">
-precision mediump float;
-attribute vec4 vPosition;
-void main()
-{
- gl_Position = vPosition;
-}
-</script>
-<script id="fshaderWithDefaultPrecision" type="text/something-not-javascript">
-precision mediump float;
-void main()
-{
- gl_FragColor = vec4(1.0,0.0,0.0,1.0);
-}
-</script>
-<script id="fshaderWithOutPrecision" type="text/something-not-javascript">
-uniform vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-</script>
-<script id="fshaderWithInvalidIdentifier" type="text/something-not-javascript">
-precision mediump float;
-uniform float gl_foo;
-void main()
-{
- gl_FragColor = vec4(gl_foo,0.0,0.0,1.0);
-}
-</script>
-<script id="fshaderWithGL_ESeq1" type="text/something-not-javascript">
-#if GL_ES == 1
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- }
-#else
- foo
-#endif
-</script>
-<script id="fshaderWithGLSLPreprocessorSymbol" type="text/something-not-javascript">
-#if defined(GL_ES)
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- }
-#else
- foo
-#endif
-</script>
-<script id="fshaderWithVERSION100PreprocessorSymbol" type="text/something-not-javascript">
-#if __VERSION__ == 100
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- }
-#else
- foo
-#endif
-</script>
-<script id="fshaderWithFragDepth" type="text/something-not-javascript">
-precision mediump float;
-void main()
-{
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- gl_FragDepth = 1.0;
-}
-</script>
-<script id="vshaderWithClipVertex" type="text/something-not-javascript">
-attribute vec4 vPosition;
-void main()
-{
- gl_Position = vPosition;
- gl_ClipVertex = vPosition;
-}
-</script>
-<script id="fshaderWith__Define" type="text/something-not-javascript">
-#define __foo 1
-precision mediump float;
-void main()
-{
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
-}
-</script>
-<script id="fshaderWithGL_Define" type="text/something-not-javascript">
-#define GL_FOO 1
-precision mediump float;
-void main()
-{
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
-}
-</script>
-<script id="fshaderWithDefineLineContinuation" type="text/something-not-javascript">
-#define foo this \
- is a test
-precision mediump float;
-void main()
-{
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
-}
-</script>
-<script id="vshaderWithgl_Color" type="text/something-not-javascript">
-attribute vec4 vPosition;
-void main()
-{
- gl_Position = gl_Color;
-}
-</script>
-<script id="vshaderWithgl_ProjectionMatrix" type="text/something-not-javascript">
-attribute vec4 vPosition;
-void main()
-{
- gl_Position = vPosition * gl_ProjectionMatrix;
-}
-</script>
-<script id="vshaderWithAttributeArray" type="text/something-not-javascript">
-attribute vec4 vPosition[2];
-void main()
-{
- gl_Position = vPosition[0] + vPosition[1];
-}
-</script>
-<script id="vshaderWithwebgl_" type="text/something-not-javascript">
-attribute vec4 webgl_vPosition;
-void main()
-{
- gl_Position = webgl_vPosition;
-}
-</script>
-<script id="vshaderWith_webgl_" type="text/something-not-javascript">
-attribute vec4 _webgl_vPosition;
-void main()
-{
- gl_Position = _webgl_vPosition;
-}
-</script>
-<script id="vshaderWithImplicitVec3Cast" type="text/something-not-javascript">
-attribute vec4 vPosition;
-void main()
-{
- highp vec3 k = vec3(1, 2, 3);
- gl_Position = k;
-}
-</script>
-<script id="vshaderWithExplicitIntCast" type="text/something-not-javascript">
-attribute vec4 vPosition;
-void main()
-{
- int k = 123;
- gl_Position = vec4(vPosition.x, vPosition.y, vPosition.z, float(k));
-}
-</script>
-<script id="vshaderWithVersion130" type="text/something-not-javascript">
-#version 130
-attribute vec4 vPosition;
-void main()
-{
- gl_Position = vPosition;
-}
-</script>
-<script id="vshaderWithVersion120" type="text/something-not-javascript">
-#version 120
-attribute vec4 vPosition;
-void main()
-{
- gl_Position = vPosition;
-}
-</script>
-<script id="vshaderWithVersion100" type="text/something-not-javascript">
-#version 100
-attribute vec4 vPosition;
-void main()
-{
- gl_Position = vPosition;
-}
-</script>
-<script id="vshaderWith__FILE__" type="text/something-not-javascript">
-__FILE__
-</script>
-<canvas id="canvas" width="2" height="2"> </canvas>
-<script>
-description("This test ensures WebGL implementations allow proper GLES2 shaders compile and improper ones fail.");
-
-debug("");
-debug("Canvas.getContext");
-
-if (window.internals)
- window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
-
-var wtu = WebGLTestUtils;
-wtu.loggingOff();
-var gl = wtu.create3DContext(document.getElementById("canvas"));
-if (!gl) {
- testFailed("context does not exist");
-} else {
- testPassed("context exists");
-
- debug("");
- debug("Checking various GLSL programs.");
-
- function log(msg) {
- if (window.console && window.console.log) {
- //window.console.log(msg);
- }
- }
-
- var shaderInfo = [
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithPrecision',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'frament shader with precision compiled and linked'
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithDefaultPrecision',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'fragment shader with default precision compiled and linked'
- },
- { vShaderId: 'vshaderWithDefaultPrecision',
- vShaderSuccess: true,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'vertex shader with default precision compiled and linked'
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithOutPrecision',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader without precision should fail',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithInvalidIdentifier',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader with gl_ identifier should fail',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithGL_ESeq1',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'fragment shader that expects GL_ES == 1 should succeed',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithGLSLPreprocessorSymbol',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'fragment shader that uses GL_ES preprocessor symbol should succeed',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithVERSION100PreprocessorSymbol',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'fragment shader that uses __VERSION__==100 should succeed',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithFragDepth',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader that uses gl_FragDepth should fail',
- },
- { vShaderId: 'vshaderWithClipVertex',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses gl_ClipVertex should fail',
- },
- //{ vShaderId: 'vshader',
- // vShaderSuccess: true,
- // fShaderId: 'fshaderWith__Define',
- // fShaderSuccess: false,
- // linkSuccess: false,
- // passMsg: 'fragment shader that uses __ define should fail',
- //},
- //{ vShaderId: 'vshader',
- // vShaderSuccess: true,
- // fShaderId: 'fshaderWithGL_Define',
- // fShaderSuccess: false,
- // linkSuccess: false,
- // passMsg: 'fragment shader that uses GL_ define should fail',
- //},
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithDefineLineContinuation',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader that uses has line continuation macro should fail',
- },
- { vShaderId: 'vshaderWithgl_Color',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses gl_Color should fail',
- },
- { vShaderId: 'vshaderWithgl_ProjectionMatrix',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses gl_ProjectionMatrix should fail',
- },
- { vShaderId: 'vshaderWithAttributeArray',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses attribute array should fail as per GLSL page 110, appendix A, section 5',
- },
- { vShaderId: 'vshaderWithwebgl_',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses _webgl identifier should fail',
- },
- { vShaderId: 'vshaderWith_webgl_',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses _webgl_ identifier should fail',
- },
- { vShaderId: 'vshaderWithExplicitIntCast',
- vShaderSuccess: true,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'vertex shader that explicit int to float cast should succeed',
- },
- { vShaderId: 'vshaderWithImplicitVec3Cast',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that implicit vec3 to vec4 cast should fail',
- },
- { vShaderId: 'vshaderWithVersion130',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader uses the #version not 100 directive should fail',
- },
- { vShaderId: 'vshaderWithVersion120',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader uses the #version not 100 directive should fail',
- },
- { vShaderId: 'vshaderWithVersion100',
- vShaderSuccess: true,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'vertex shader uses the #version 100 directive should succeed',
- },
- ];
-
- // Read in all the shader source.
- for (var ii = 0; ii < shaderInfo.length; ++ii) {
- var si = shaderInfo[ii];
- si.vShaderSource = document.getElementById(si.vShaderId).text;
- si.fShaderSource = document.getElementById(si.fShaderId).text;
- }
-
- // Add more tests from external file
- var simpleVertShader = document.getElementById('vshader').text;
- var simpleFragShader = document.getElementById('fshader').text;
-
- addExternalShaders('shaders/00_shaders.txt');
-
- function addExternalShaders(filename, passMsg) {
- var files = wtu.readFileList(filename);
- for (var ii = 0; ii < files.length; ++ii) {
- var file = files[ii];
- var shaderSource = wtu.readFile(file);
- var firstLine = shaderSource.split("\n")[0];
- var success = undefined;
- if (wtu.endsWith(firstLine, " fail") ||
- wtu.endsWith(firstLine, " fail.")) {
- success = false;
- } else if (wtu.endsWith(firstLine, " succeed") ||
- wtu.endsWith(firstLine, " succeed.")) {
- success = true;
- }
- if (success === undefined) {
- testFailed("bad first line in " + file);
- continue;
- }
- if (!wtu.startsWith(firstLine, "// ")) {
- testFailed("bad first line in " + file);
- continue;
- }
- var passMsg = firstLine.substr(3);
- if (wtu.endsWith(file, ".vert")) {
- shaderInfo.push({
- vShaderId: file,
- vShaderSource: shaderSource,
- vShaderSuccess: success,
- fShaderId: 'fshader',
- fShaderSource: simpleFragShader,
- fShaderSuccess: true,
- linkSuccess: success,
- passMsg: passMsg,
- });
- } else if (wtu.endsWith(file, ".frag")) {
- shaderInfo.push({
- vShaderId: 'vshader',
- vShaderSource: simpleVertShader,
- vShaderSuccess: true,
- fShaderId: file,
- fShaderSource: shaderSource,
- fShaderSuccess: success,
- linkSuccess: success,
- passMsg: passMsg,
- });
- }
- }
- }
-
- for (var ii = 0; ii < shaderInfo.length; ++ii) {
- var info = shaderInfo[ii];
- var passMsg = '[' + info.vShaderId + '/' + info.fShaderId + ']: ' +
- info.passMsg
- log(passMsg);
- //debug(info.fShaderId);
- var vShader = wtu.loadShader(gl, info.vShaderSource, gl.VERTEX_SHADER);
- if (info.vShaderTest) {
- if (!info.vShaderTest(vShader)) {
- testFailed(passMsg);
- continue;
- }
- }
- if ((vShader != null) != info.vShaderSuccess) {
- testFailed(passMsg);
- continue;
- }
- var fShader = wtu.loadShader(gl, info.fShaderSource, gl.FRAGMENT_SHADER);
- //debug(fShader == null ? "fail" : "succeed");
- if ((fShader != null) != info.fShaderSuccess) {
- testFailed(passMsg);
- continue;
- }
-
- if (vShader && fShader) {
- var program = gl.createProgram();
- gl.attachShader(program, vShader);
- gl.attachShader(program, fShader);
- gl.linkProgram(program);
- var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0);
- if (!linked) {
- var error = gl.getProgramInfoLog(shader);
- log("*** Error linking program '"+program+"':"+error);
- }
- if (linked != info.linkSuccess) {
- testFailed(passMsg);
- continue;
- }
- } else {
- if (info.linkSuccess) {
- testFailed(passMsg);
- continue;
- }
- }
- testPassed(passMsg);
- }
-}
-
-debug("");
-
-</script>
-
-<script>
-</script>
-
-</body>
-</html>

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