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Unified Diff: third_party/webgl/sdk/tests/conformance/programs/gl-get-active-uniform.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/programs/gl-get-active-uniform.html
===================================================================
--- third_party/webgl/sdk/tests/conformance/programs/gl-get-active-uniform.html (revision 121077)
+++ third_party/webgl/sdk/tests/conformance/programs/gl-get-active-uniform.html (working copy)
@@ -1,146 +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 getActiveUniform 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>
-<script src="../resources/webgl-test-utils.js"> </script>
-</head>
-<body>
-<canvas id="example" width="16" height="16"></canvas>
-<div id="description"></div>
-<div id="console"></div>
-<script id="vshader" type="x-shader/x-vertex">
-void main()
-{
- gl_Position = vec4(0, 0, 0, 1);
-}
-</script>
-<script id="fshader" type="x-shader/x-fragment">
-precision mediump float;
-uniform $type uniform0;
-void main()
-{
- gl_FragColor = vec4(0,$access,0,1);
-}
-</script>
-<script id="fshaderA" type="x-shader/x-fragment">
-precision mediump float;
-uniform float uniform0;
-void main()
-{
- gl_FragColor = vec4(0,uniform0,0,1);
-}
-</script>
-<script id="fshaderB" type="x-shader/x-fragment">
-precision mediump float;
-uniform float uniform0;
-uniform float uniform1;
-void main()
-{
- gl_FragColor = vec4(0,uniform0,uniform1,1);
-}
-</script>
-<script>
-description("Tests getActiveUniform for various types");
-
-var wtu = WebGLTestUtils;
-var canvas = document.getElementById("example");
-var gl = wtu.create3DContext(canvas);
-
-var tests = [
-{ glType: gl.FLOAT, size: 1, type: 'float', access: 'uniform0'},
-{ glType: gl.FLOAT_VEC2, size: 1, type: 'vec2', access: 'uniform0[1]'},
-{ glType: gl.FLOAT_VEC3, size: 1, type: 'vec3', access: 'uniform0[2]'},
-{ glType: gl.FLOAT_VEC4, size: 1, type: 'vec4', access: 'uniform0[3]'},
-{ glType: gl.FLOAT_MAT2, size: 1, type: 'mat2', access: 'uniform0[1][1]'},
-{ glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'},
-{ glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'},
-{ glType: gl.FLOAT_MAT4, size: 1, type: 'mat4', access: 'uniform0[3][3]'},
-{ glType: gl.INT, size: 1, type: 'int', access: 'float(uniform0)'},
-{ glType: gl.INT_VEC2, size: 1, type: 'ivec2', access: 'float(uniform0[1])'},
-{ glType: gl.INT_VEC3, size: 1, type: 'ivec3', access: 'float(uniform0[2])'},
-{ glType: gl.INT_VEC4, size: 1, type: 'ivec4', access: 'float(uniform0[3])'},
-{ glType: gl.BOOL, size: 1, type: 'bool', access: 'float(uniform0)'},
-{ glType: gl.BOOL_VEC2, size: 1, type: 'bvec2', access: 'float(uniform0[1])'},
-{ glType: gl.BOOL_VEC3, size: 1, type: 'bvec3', access: 'float(uniform0[2])'},
-{ glType: gl.BOOL_VEC4, size: 1, type: 'bvec4', access: 'float(uniform0[3])'},
-{ glType: gl.SAMPLER_2D,
- size: 1,
- type: 'sampler2D',
- access: 'texture2D(uniform0, vec2(0,0)).x'
-},
-{ glType: gl.SAMPLER_CUBE,
- size: 1,
- type: 'samplerCube',
- access: 'textureCube(uniform0, vec3(0,1,0)).x'
-}
-];
-
-var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER);
-var source = document.getElementById('fshader').text;
-
-function createProgram(type, access) {
- var fs = wtu.loadShader(
- gl,
- source.replace('$type', type).replace('$access', access),
- gl.FRAGMENT_SHADER);
- var program = wtu.setupProgram(gl, [vs, fs]);
- glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup");
- return program;
-}
-
-for (var tt = 0; tt < tests.length; ++tt) {
- var t = tests[tt];
- var program = createProgram(t.type, t.access);
- var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
- var found = false;
- for (var ii = 0; ii < numUniforms; ++ii) {
- var info = gl.getActiveUniform(program, ii);
- if (info.name == 'uniform0') {
- found = true;
- assertMsg(info.type == t.glType,
- "type must be " + wtu.glEnumToString(gl, t.glType) + " was " +
- wtu.glEnumToString(gl, info.type));
- assertMsg(info.size == t.size,
- "size must be " + t.size + ' was ' + info.size);
- }
- }
- if (!found) {
- testFailed("uniform 'uniform0' not found");
- }
-}
-
-var p1 = wtu.setupProgram(
- gl, [vs, wtu.loadShaderFromScript(gl, 'fshaderA', gl.FRAGMENT_SHADER)]);
-glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program A");
-var p2 = wtu.setupProgram(
- gl, [vs, wtu.loadShaderFromScript(gl, 'fshaderB', gl.FRAGMENT_SHADER)]);
-glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program B");
-var l1 = gl.getUniformLocation(p1, 'uniform0');
-glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p1");
-var l2 = gl.getUniformLocation(p2, 'uniform0');
-glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p2");
-
-gl.useProgram(p2);
-gl.uniform1f(l2, 1);
-glErrorShouldBe(gl, gl.NO_ERROR, "no errors setting uniform 0");
-gl.uniform1f(l1, 2);
-glErrorShouldBe(gl, gl.INVALID_OPERATION,
- "setting a uniform using a location from another program");
-
-successfullyParsed = true;
-</script>
-<script src="../../resources/js-test-post.js"></script>
-
-</body>
-</html>
-
-

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