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Unified Diff: third_party/webgl/sdk/tests/conformance/textures/texparameter-test.html

Issue 9360034: Remove everthing except conformance tests in the deps/third_party/webgl (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
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Index: third_party/webgl/sdk/tests/conformance/textures/texparameter-test.html
===================================================================
--- third_party/webgl/sdk/tests/conformance/textures/texparameter-test.html (revision 121077)
+++ third_party/webgl/sdk/tests/conformance/textures/texparameter-test.html (working copy)
@@ -1,188 +0,0 @@
-<!--
-Copyright (c) 2011 The Chromium Authors. All rights reserved.
-Use of this source code is governed by a BSD-style license that can be
-found in the LICENSE file.
- -->
-<!DOCTYPE html>
-<html>
- <head>
-<meta charset="utf-8">
- <title>WebGL TexParameter conformance test.</title>
- <link rel="stylesheet" href="../../resources/js-test-style.css"/>
- <script src="../../resources/js-test-pre.js"></script>
- <script src="../resources/webgl-test.js"> </script>
-</head>
-<body>
-<canvas id="example" width="24" height="24"></canvas>
-<canvas id="canvas2d" width="2" height="2"></canvas>
-<div id="description"></div>
-<div id="console"></div>
-<script id="vshader" type="x-shader/x-vertex">
-uniform mat4 world;
-attribute vec3 vPosition;
-attribute vec2 texCoord0;
-varying vec2 texCoord;
-void main()
-{
- gl_Position = world * vec4(vPosition, 1);
- texCoord = texCoord0;
-}
-</script>
-
-<script id="fshader" type="x-shader/x-fragment">
-precision mediump float;
-
-uniform sampler2D tex;
-varying vec2 texCoord;
-void main()
-{
- gl_FragColor = texture2D(tex, texCoord);
-}
-</script>
-
-<script>
-function init()
-{
- if (window.initNonKhronosFramework) {
- window.initNonKhronosFramework(false);
- }
-
- debug("Tests TexParameter works as expected");
- debug("");
-
- var canvas2d = document.getElementById("canvas2d");
- var ctx2d = canvas2d.getContext("2d");
-
- gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "texCoord0"],
- [ 0, 0, 0, 1 ], 1);
-
- gl.disable(gl.DEPTH_TEST);
- gl.disable(gl.BLEND);
-
- var vertexObject = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
- gl.bufferData(
- gl.ARRAY_BUFFER,
- new Float32Array([-1, 1,0, 1,1,0, -1,-1,0,
- -1,-1,0, 1,1,0, 1,-1,0]),
- gl.STATIC_DRAW);
- gl.enableVertexAttribArray(0);
- gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
-
- var vertexObject = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
- gl.bufferData(
- gl.ARRAY_BUFFER,
- new Float32Array([ -2.5,-2.5, 3.5,-2.5, -2.5,3.5,
- -2.5,3.5, 3.5,-2.5, 3.5,3.5]),
- gl.STATIC_DRAW);
- gl.enableVertexAttribArray(1);
- gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
-
- var colors = [
- [0,255,128,255],
- [128,64,255,255],
- [192,255,64,255],
- [200,0,255,255]];
- var texParam = [
- gl.REPEAT,
- gl.CLAMP_TO_EDGE,
- gl.MIRRORED_REPEAT,
- gl.REPEAT];
-
- // Make textures setting the texture parameters differently each time..
- // This verifies both that the render correct AND that texture parameters
- // are associated with the textures, not with the texture-units.
- var textures = [];
- for (var ii = 0; ii < colors.length; ++ii) {
- var c = colors[ii];
- ctx2d.fillStyle =
- "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
- ctx2d.fillRect(0, 0, 1, 1);
- var tex = gl.createTexture();
- gl.bindTexture(gl.TEXTURE_2D, tex);
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, texParam[ii]);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, texParam[ii]);
- textures[ii] = tex;
- }
-
- var textureLoc = gl.getUniformLocation(gl.program, "tex");
- var worldLoc = gl.getUniformLocation(gl.program, "world");
-
- gl.clearColor(1,1,1,1);
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-
- for (var ii = 0; ii < colors.length; ++ii) {
- var x = ii % 2;
- var y = Math.floor(ii / 2);
- gl.bindTexture(gl.TEXTURE_2D, textures[ii]);
- gl.uniformMatrix4fv(
- worldLoc, false,
- [0.5, 0, 0, 0,
- 0, 0.5, 0, 0,
- 0, 0, 1, 0,
- -0.5 + x, -0.5 + y, 0, 1]);
- gl.drawArrays(gl.TRIANGLES, 0, 6);
- }
-
- var buf = new Uint8Array(24 * 24 * 4);
- gl.readPixels(0, 0, 24, 24, gl.RGBA, gl.UNSIGNED_BYTE, buf);
- var passed = true;
- for (var ii = 0; ii < colors.length; ++ii) {
- var x = ii % 2;
- var y = Math.floor(ii / 2);
- var c = colors[ii];
- for (var yy = 0; yy < 12; ++yy) {
- for (var xx = 0; xx < 12; ++xx) {
- var ec = [0,0,0,0];
- switch (texParam[ii]) {
- case gl.REPEAT:
- if (xx % 2 == 1 && yy % 2 == 0) {
- ec = c;
- }
- break;
- case gl.CLAMP_TO_EDGE:
- if (xx < 6 && yy >= 6) {
- ec = c;
- }
- break;
- case gl.MIRRORED_REPEAT:
- if (xx % 4 < 2 && yy % 4 >= 2) {
- ec = c;
- }
- break;
- }
- var off = ((y * 12 + yy) * 24 + x * 12 + xx) * 4;
- if (buf[off + 0] != ec[0] ||
- buf[off + 1] != ec[1] ||
- buf[off + 2] != ec[2] ||
- buf[off + 3] != ec[3]) {
- var msg = 'at (' + (x * 12 + xx) + ', ' + (y * 12 + yy) +
- ') expected: ' +
- ec[0] + ', ' + ec[1] + ', ' + ec[2] + ', ' + ec[3] + ' found: ' +
- buf[off + 0] + ', ' +
- buf[off + 1] + ', ' +
- buf[off + 2] + ', ' +
- buf[off + 3];
- testFailed(msg);
- passed = false;
- }
- }
- }
- }
- if (passed) {
- testPassed("rendered as expected");
- }
-}
-
-init();
-successfullyParsed = true;
-</script>
-<script src="../../resources/js-test-post.js"></script>
-
-</body>
-</html>
-

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