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Unified Diff: third_party/webgl/sdk/tests/conformance/limits/gl-max-texture-dimensions.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/limits/gl-max-texture-dimensions.html
===================================================================
--- third_party/webgl/sdk/tests/conformance/limits/gl-max-texture-dimensions.html (revision 121077)
+++ third_party/webgl/sdk/tests/conformance/limits/gl-max-texture-dimensions.html (working copy)
@@ -1,100 +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 the max advertized texture size is supported.</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="4" height="4" style="width: 40px; height: 30px;"></canvas>
-<div id="description"></div>
-<div id="console"></div>
-<script id="vshader" type="x-shader/x-vertex">
-attribute vec4 vPosition;
-attribute vec2 texCoord0;
-varying vec2 texCoord;
-void main()
-{
- gl_Position = vPosition;
- texCoord = texCoord0;
-}
-</script>
-
-<script id="fshader" type="x-shader/x-fragment">
-precision mediump float;
-uniform samplerCube tex;
-varying vec2 texCoord;
-void main()
-{
- gl_FragColor = textureCube(tex, normalize(vec3(texCoord, 1)));
-}
-</script>
-<script>
-var wtu = WebGLTestUtils;
-var canvas = document.getElementById("example");
-var gl = wtu.create3DContext(canvas);
-var program = wtu.setupTexturedQuad(gl);
-
-// Note: It seems like a reasonable assuption that a 1xN texture size should
-// work. Even 1 by 128k is only 512k
-var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
-debug("advertised max size: " + maxSize);
-var testSize = Math.min(maxSize, 128 * 1024);
-var pixels = new Uint8Array(testSize * 4);
-for (var ii = 0; ii < testSize; ++ii) {
- var off = ii * 4;
- pixels[off + 0] = 0;
- pixels[off + 1] = 255;
- pixels[off + 2] = 128;
- pixels[off + 3] = 255;
-}
-var tex = gl.createTexture();
-gl.bindTexture(gl.TEXTURE_2D, tex);
-
-debug("test " + testSize + "x1");
-gl.texImage2D(
- gl.TEXTURE_2D, 0, gl.RGBA, testSize, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
- pixels);
-gl.generateMipmap(gl.TEXTURE_2D);
-
-wtu.drawQuad(gl);
-wtu.checkCanvas(gl, [0, 255, 128, 255],
- "Should be 0, 255, 128, 255");
-debug("test 1x" + testSize);
-gl.texImage2D(
- gl.TEXTURE_2D, 0, gl.RGBA, 1, testSize, 0, gl.RGBA, gl.UNSIGNED_BYTE,
- pixels);
-gl.generateMipmap(gl.TEXTURE_2D);
-
-wtu.drawQuad(gl);
-wtu.checkCanvas(gl, [0, 255, 128, 255],
- "Should be 0, 255, 128, 255");
-
-var program = wtu.setupProgram(
- gl,
- [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
- wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
- ['vPosition', 'texCoord0'], [0, 1]);
-
-glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
-
-// NOTE: We can't easily test cube maps because they require width == height
-// and we might not have enough memory for maxSize by maxSize texture.
-
-successfullyParsed = true;
-
-</script>
-<script src="../../resources/js-test-post.js"></script>
-
-</body>
-</html>
-
-

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