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> |