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Unified Diff: third_party/webgl/sdk/tests/conformance/textures/texture-size.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/texture-size.html
===================================================================
--- third_party/webgl/sdk/tests/conformance/textures/texture-size.html (revision 121077)
+++ third_party/webgl/sdk/tests/conformance/textures/texture-size.html (working copy)
@@ -1,183 +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 texture size 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="256" height="256" style="width: 40px; height: 40px;"></canvas>
-<div id="description"></div>
-<div id="console"></div>
-<script id="vshader" type="x-shader/x-vertex">
-attribute vec4 vPosition;
-attribute vec3 texCoord0;
-varying vec3 texCoord;
-void main()
-{
- gl_Position = vPosition;
- texCoord = texCoord0;
-}
-</script>
-
-<script id="fshader" type="x-shader/x-fragment">
-precision mediump float;
-uniform samplerCube tex;
-varying vec3 texCoord;
-void main()
-{
- gl_FragColor = textureCube(tex, normalize(texCoord));
-}
-</script>
-<script>
-description("Checks that various sizes of textures render")
-var canvas;
-
-var wtu = WebGLTestUtils;
-canvas = document.getElementById("example");
-gl = wtu.create3DContext(canvas);
-var program2D = wtu.setupTexturedQuad(gl);
-var programCubeMap = wtu.setupProgram(
- gl,
- [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
- wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
- ['vPosition', 'texCoord0'], [0, 1]);
-gl.disable(gl.DEPTH_TEST);
-gl.disable(gl.BLEND);
-var tex = gl.createTexture();
-var max2DSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
-var maxCubeMapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
-debug("MAX_TEXTURE_SIZE:" + max2DSize);
-debug("MAX_CUBE_MAP_TEXTURE_SIZE:" + maxCubeMapSize);
-// Assuming 2048x2048xRGBA (22meg with mips) will run on all WebGL platforms
-var max2DSquareSize = Math.min(max2DSize, 2048);
-// I'd prefer this to be 2048 but that's 16meg x 6 faces or 128meg (with mips)
-// 1024 is 33.5 meg (with mips)
-var maxCubeMapSize = Math.min(maxCubeMapSize, 1024);
-
-var colors = [
- { name: "green", rgba: [0, 0, 255, 255] },
- { name: "red", rgba: [255, 0, 0, 255] },
- { name: "blue", rgba: [0, 255, 0, 255] },
- { name: "yellow", rgba: [255, 255, 0, 255] },
- { name: "magenta", rgba: [255, 0, 255, 255] },
- { name: "cyan", rgba: [0, 255, 255, 255] }
-];
-
-var count = 0;
-var power = 0;
-runTest();
-
-function runTest() {
- function doTest() {
- var size = Math.pow(2, power);
- if (size > max2DSize) {
- return false;
- }
- gl.useProgram(program2D);
- if (!checkTexture(size, 1, false)) return false;
- if (!checkTexture(1, size, false)) return false;
- if (size <= max2DSquareSize) {
- if (!checkTexture(size, size, false)) {
- return false;
- }
- }
- if (size <= maxCubeMapSize) {
- gl.useProgram(programCubeMap);
- if (!checkTexture(size, size, true)) {
- return false;
- }
- }
- return true;
- }
-
- if (doTest()) {
- ++power;
- setTimeout(runTest, 100);
- } else {
- finishTest();
- }
-}
-
-function checkTexture(width, height, cubeMap) {
- count = (count + 1) % colors.length;
- var color = colors[count];
- var tex = gl.createTexture();
- var target = cubeMap ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
- var type = cubeMap ? "cube map" : "2D texture";
- gl.bindTexture(target, tex);
- gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
- gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
- fillLevel(0, width, height, color.rgba, cubeMap);
- var err = gl.getError();
- if (err == gl.OUT_OF_MEMORY) {
- return false;
- }
- if (err != gl.NO_ERROR) {
- testFailed("unexpected gl error: " + wtu.glEnumToString(gl, err));
- }
- wtu.drawQuad(gl);
- wtu.checkCanvas(gl, color.rgba,
- type + " of size " + width + "x" + height + " with no mips should draw with " + color.name);
- count = (count + 1) % colors.length;
- color = colors[count];
- fillLevel(0, width, height, color.rgba, cubeMap);
- gl.generateMipmap(target);
- var err = gl.getError();
- if (err == gl.OUT_OF_MEMORY) {
- return false;
- }
- if (err != gl.NO_ERROR) {
- testFailed("unexpected gl error: " + wtu.glEnumToString(gl, err));
- }
- gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
- wtu.drawQuad(gl);
- wtu.checkCanvas(gl, color.rgba,
- type + " of size " + width + "x" + height + " with mips should draw with " + color.name);
- gl.deleteTexture(tex);
- return true;
-}
-
-function fillLevel(level, width, height, color, opt_cubemap) {
- var numPixels = width * height;
- var pixels = new Uint8Array(numPixels * 4);
- for (var jj = 0; jj < numPixels; ++jj) {
- var off = jj * 4;
- pixels[off + 0] = color[0];
- pixels[off + 1] = color[1];
- pixels[off + 2] = color[2];
- pixels[off + 3] = color[3];
- }
- var targets = opt_cubemap ? [
- gl.TEXTURE_CUBE_MAP_POSITIVE_X,
- gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
- gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
- gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
- gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
- gl.TEXTURE_CUBE_MAP_NEGATIVE_Z] :
- [gl.TEXTURE_2D];
-
- for (var ii = 0; ii < targets.length; ++ii) {
- // debug(wtu.glEnumToString(gl, targets[ii]));
- gl.texImage2D(
- targets[ii], level, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE,
- pixels);
- }
-}
-
-glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
-
-successfullyParsed = true;
-</script>
-</body>
-</html>
-

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