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> |