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> |