| Index: LayoutTests/fast/canvas/webgl/webgl-composite-modes-tabswitching.html
|
| diff --git a/LayoutTests/fast/canvas/webgl/webgl-composite-modes-tabswitching.html b/LayoutTests/fast/canvas/webgl/webgl-composite-modes-tabswitching.html
|
| deleted file mode 100644
|
| index eb95b4954ec1f32f09b2681fe4e4af2c4d0770d0..0000000000000000000000000000000000000000
|
| --- a/LayoutTests/fast/canvas/webgl/webgl-composite-modes-tabswitching.html
|
| +++ /dev/null
|
| @@ -1,153 +0,0 @@
|
| -<!DOCTYPE html>
|
| -<body onload="runRepaintTest()">
|
| -<span id="description" style="color: white">
|
| -This test is only useful as a pixel test. You should see two rows with 4 canvases in each. The top row of canvases should have a black background, the bottom row should have a dark blue background.
|
| -The canvases in the first two rows should have a single triangle. The canvases on the left should have three triangles superimposed on top of each other.
|
| -If multisampling is supported, the odd columns should have smooth edges instead of jagged stair-stepping.
|
| -</span>
|
| -<br>
|
| -<style>
|
| -canvas {
|
| - outline: 1px solid blue;
|
| -}
|
| -body {
|
| - background-color: darkblue;
|
| -}
|
| -</style>
|
| -<script id="2d-fragment-shader" type="x-shader/x-fragment">
|
| -precision mediump float;
|
| -
|
| -uniform vec4 u_color;
|
| -
|
| -void main() {
|
| - gl_FragColor = u_color;
|
| -}
|
| -</script>
|
| -<script id="2d-vertex-shader" type="x-shader/x-vertex">
|
| -attribute vec2 a_position;
|
| -
|
| -uniform vec2 u_resolution;
|
| -
|
| -void main() {
|
| - // convert the rectangle from pixels to 0.0 to 1.0
|
| - vec2 zeroToOne = a_position / u_resolution;
|
| -
|
| - // convert from 0->1 to 0->2
|
| - vec2 zeroToTwo = zeroToOne * 2.0;
|
| -
|
| - // convert from 0->2 to -1->+1 (clipspace)
|
| - vec2 clipSpace = zeroToTwo - 1.0;
|
| -
|
| - gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
|
| -}
|
| -</script>
|
| -<script src="resources/webgl-test-utils.js"></script>
|
| -<script>
|
| -
|
| -var ctxs = []
|
| -
|
| -if (window.testRunner) {
|
| - testRunner.overridePreference("WebKitWebGLEnabled", "1");
|
| - testRunner.dumpAsTextWithPixelResults();
|
| - document.getElementById("description").style.position = "absolute";
|
| - document.getElementById("description").style.top = "-5000px";
|
| -}
|
| -
|
| -for (var i=0; i<8; ++i) {
|
| - var attrs = {
|
| - 'alpha': (i >= 4),
|
| - 'preserveDrawingBuffer': (i % 4) >= 2,
|
| - 'antialias': (i % 2) == 1
|
| - };
|
| - var can = document.createElement('canvas');
|
| - can.width = can.height = 100;
|
| - can.style.position = "absolute";
|
| - can.style.left = 10 + (i % 4) * 120 + "px";
|
| - can.style.top = (i < 4 ? 40 : 150) + "px";
|
| - document.body.appendChild(can);
|
| - if (i == 3)
|
| - document.body.appendChild(document.createElement('br'));
|
| - ctxs[i] = can.getContext("experimental-webgl", attrs);
|
| - setup(ctxs[i]);
|
| -}
|
| -
|
| -function setup(gl) {
|
| - // setup a GLSL program
|
| - var wtu = WebGLTestUtils;
|
| - var vertexShader = WebGLTestUtils.loadShaderFromScript(gl, "2d-vertex-shader");
|
| - var fragmentShader = WebGLTestUtils.loadShaderFromScript(gl, "2d-fragment-shader");
|
| - var program = gl.createProgram();
|
| - gl.attachShader(program, vertexShader, gl.VERTEX_SHADER);
|
| - gl.attachShader(program, fragmentShader, gl.FRAGMENT_SHADER);
|
| - gl.linkProgram(program);
|
| - gl.useProgram(program);
|
| -
|
| - // look up where the vertex data needs to go.
|
| - gl.myPositionLocation = gl.getAttribLocation(program, "a_position");
|
| -
|
| - // set the resolution
|
| - var resolutionLocation = gl.getUniformLocation(program, "u_resolution");
|
| - gl.uniform2f(resolutionLocation, 100, 100);
|
| -
|
| - var colorLocation = gl.getUniformLocation(program, "u_color");
|
| - gl.uniform4f(colorLocation, 0, 1, 0, 1);
|
| -}
|
| -
|
| -function draw(gl, offset) {
|
| - var buffer = gl.createBuffer();
|
| - gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
| - gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
| - 80 + offset, 20,
|
| - 10 + offset, 10,
|
| - 10 + offset, 80]), gl.STATIC_DRAW);
|
| -
|
| - gl.enableVertexAttribArray(gl.myPositionLocation);
|
| - gl.vertexAttribPointer(gl.myPositionLocation, 2, gl.FLOAT, false, 0, 0);
|
| -
|
| - // draw
|
| - gl.drawArrays(gl.TRIANGLES, 0, 3);
|
| -}
|
| -
|
| -function drawAll(offset) {
|
| - for (var i=0; i<8; ++i)
|
| - draw(ctxs[i], offset);
|
| -}
|
| -
|
| -function repaintOnVisiblePage() {
|
| - // Check if WebGL draws this frame correctly, because WebGL implementation
|
| - // clears temporary cache when page is hidden.
|
| - drawAll(60);
|
| - if (window.testRunner) {
|
| - testRunner.notifyDone();
|
| - }
|
| -}
|
| -
|
| -function setPageVisible() {
|
| - if (window.testRunner) {
|
| - testRunner.setPageVisibility("visible");
|
| - testRunner.displayAsyncThen(repaintOnVisiblePage);
|
| - } else {
|
| - setTimeout(repaintOnVisiblePage, 50);
|
| - }
|
| -}
|
| -
|
| -function repaintOnHiddenPage() {
|
| - if (window.testRunner) {
|
| - testRunner.setPageVisibility("hidden");
|
| - }
|
| - // Although page is hidden, WebGL must draw this frame.
|
| - drawAll(30);
|
| - // testRunner.displayAsyncThen doesn't work when page is hidden.
|
| - setTimeout(setPageVisible, 50);
|
| -}
|
| -
|
| -function runRepaintTest() {
|
| - drawAll(0);
|
| - if (window.testRunner) {
|
| - testRunner.waitUntilDone();
|
| - testRunner.displayAsyncThen(repaintOnHiddenPage);
|
| - } else {
|
| - setTimeout(repaintOnHiddenPage, 50);
|
| - }
|
| -}
|
| -</script>
|
|
|