| Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/texImage2DImageDataTest.html
|
| diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/texImage2DImageDataTest.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/texImage2DImageDataTest.html
|
| deleted file mode 100644
|
| index 41ea405d068265734e9ba312b17607652aae8bd7..0000000000000000000000000000000000000000
|
| --- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/texImage2DImageDataTest.html
|
| +++ /dev/null
|
| @@ -1,151 +0,0 @@
|
| -<!DOCTYPE html>
|
| -<html>
|
| - <head>
|
| - <title>texImage2D ImageData Test</title>
|
| - <script src="resources/webgl-test.js"> </script>
|
| - <script id="vshader" type="x-shader/x-vertex">
|
| - attribute vec3 vPosition;
|
| - attribute vec2 vTexCoord0;
|
| - varying vec2 texCoord;
|
| - void main()
|
| - {
|
| - gl_Position = vec4(vPosition.x, vPosition.y, vPosition.z, 1.0);
|
| - texCoord = vTexCoord0;
|
| - }
|
| - </script>
|
| -
|
| - <script id="fshader" type="x-shader/x-fragment">
|
| - #ifdef GL_ES
|
| - precision highp float;
|
| - #endif
|
| - uniform sampler2D tex;
|
| - varying vec2 texCoord;
|
| - void main()
|
| - {
|
| - gl_FragColor = texture2D(tex, texCoord);
|
| - }
|
| - </script>
|
| -
|
| - <script>
|
| - function fail(x,y, buf, shouldBe)
|
| - {
|
| - var i = (y*64+x) * 4;
|
| - var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe;
|
| - document.getElementById("results").innerHTML = "Test <span style='color:red'>FAILED</span> "+reason;
|
| - }
|
| -
|
| - function pass()
|
| - {
|
| - document.getElementById("results").innerHTML = "Test <span style='color:green'>PASSED</span>";
|
| - }
|
| -
|
| - function checkGLError()
|
| - {
|
| - var error = gl.getError();
|
| - if (error != gl.NO_ERROR) {
|
| - var str = "GL Error: " + error;
|
| - document.body.appendChild(document.createTextNode(str));
|
| - throw str;
|
| - }
|
| - }
|
| -
|
| - function init()
|
| - {
|
| - if (window.testRunner) {
|
| - testRunner.overridePreference("WebKitWebGLEnabled", "1");
|
| - testRunner.dumpAsText();
|
| - }
|
| - // Set up a canvas to get image data from
|
| - var canvas2d = document.getElementById("texcanvas");
|
| - var context2d = canvas2d.getContext("2d");
|
| - context2d.fillStyle = 'red';
|
| - context2d.fillRect(0,0,64,64);
|
| -
|
| - gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "vTexCoord0"], [ 1, 0, 1, 1 ], 100);
|
| - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
| -
|
| - var vertexObject = gl.createBuffer();
|
| - gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
|
| - var vertices = new Float32Array([
|
| - -1, 1, 0,
|
| - -1, -1, 0,
|
| - 1, 1, 0,
|
| - 1, -1, 0,
|
| - 1, 1, 0,
|
| - -1, -1, 0]);
|
| - var texCoords = new Float32Array([
|
| - 0, 1,
|
| - 0, 0,
|
| - 1, 1,
|
| - 1, 0,
|
| - 1, 1,
|
| - 0, 0]);
|
| - g_texCoordOffset = vertices.byteLength;
|
| - gl.bufferData(gl.ARRAY_BUFFER, g_texCoordOffset + texCoords.byteLength, gl.STATIC_DRAW);
|
| - gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
|
| - gl.bufferSubData(gl.ARRAY_BUFFER, g_texCoordOffset, texCoords);
|
| -
|
| - gl.enableVertexAttribArray(0);
|
| - gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0);
|
| - gl.enableVertexAttribArray(1);
|
| - gl.vertexAttribPointer(1, 2, gl.FLOAT, gl.FALSE, 0, g_texCoordOffset);
|
| -
|
| - // Create a texture from the canvas's image data
|
| - var tex = gl.createTexture();
|
| - gl.bindTexture(gl.TEXTURE_2D, tex);
|
| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, context2d.getImageData(0, 0, 64, 64));
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
| -
|
| - g_textureLoc = gl.getUniformLocation(gl.program, "tex");
|
| - gl.uniform1i(g_textureLoc, 0);
|
| -
|
| - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
| - gl.drawArrays(gl.TRIANGLES, 0, 6);
|
| -
|
| - checkGLError();
|
| -
|
| - // Test several locations
|
| - // Each line should be all red
|
| - var buf = new Uint8Array(64 * 64 * 4);
|
| - gl.readPixels(0, 0, 64, 64, gl.RGBA, gl.UNSIGNED_BYTE, buf);
|
| -
|
| - var offset15 = 3840; // (15*64) * 4
|
| - var offset40 = 10240; // (40*64) * 4
|
| - var offset63 = 16128; // (63*64) * 4
|
| - for (var i = 0; i < 64; ++i) {
|
| - var test0 = (buf[i*4] != 255 || buf[i*4+1] != 0 || buf[i*4+2] != 0 || buf[i*4+3] != 255);
|
| - var test15 = (buf[offset15+i*4] != 255 || buf[offset15+i*4+1] != 0 || buf[offset15+i*4+2] != 0 || buf[offset15+i*4+3] != 255);
|
| - var test40 = (buf[offset40+i*4] != 255 || buf[offset40+i*4+1] != 0 || buf[offset40+i*4+2] != 0 || buf[offset40+i*4+3] != 255);
|
| - var test63 = (buf[offset63+i*4] != 255 || buf[offset63+i*4+1] != 0 || buf[offset63+i*4+2] != 0 || buf[offset63+i*4+3] != 255);
|
| - if (test0) {
|
| - fail(i, 0, buf, "(255,0,0,255)");
|
| - return;
|
| - }
|
| - if (test15) {
|
| - fail(i, 15, buf, "(255,0,0,255)");
|
| - return;
|
| - }
|
| - if (test40) {
|
| - fail(i, 40, buf, "(255,0,0,255)");
|
| - return;
|
| - }
|
| - if (test63) {
|
| - fail(i, 63, buf, "(255,0,0,255)");
|
| - return;
|
| - }
|
| - }
|
| - pass();
|
| - }
|
| - </script>
|
| - </head>
|
| - <body onload="init()">
|
| - <canvas id="texcanvas" width="64px" height="64px"></canvas>
|
| - <canvas id="example" width="64px" height="64px">
|
| - There is supposed to be an example drawing here, but it's not important.
|
| - </canvas>
|
| - <div id="results">Test <span style="color:red">FAILED</span></div>
|
| - </body>
|
| -</html>
|
|
|