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> |
- |
- |