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Unified Diff: third_party/webgl/conformance-suites/1.0.0/conformance/texture-active-bind.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/conformance-suites/1.0.0/conformance/texture-active-bind.html
===================================================================
--- third_party/webgl/conformance-suites/1.0.0/conformance/texture-active-bind.html (revision 121077)
+++ third_party/webgl/conformance-suites/1.0.0/conformance/texture-active-bind.html (working copy)
@@ -1,140 +0,0 @@
-<!--
-Copyright (c) 2009 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 PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
- "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<head>
-<title>WebGL ActiveTexture BindTexture 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="2" height="2" style="width: 40px; height: 40px;"></canvas>
-<canvas id="canvas2d" width="1" height="1" style="width: 40px; height: 40px;"></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>
-var gl;
-
-function init()
-{
- if (window.initNonKhronosFramework) {
- window.initNonKhronosFramework(false);
- }
-
- debug("Tests that glActiveTexture and glBindTexture work as expected");
- debug("Specifically texture targets are per active texture unit.");
- debug("");
-
- var canvas2d = document.getElementById("canvas2d");
- var ctx2d = canvas2d.getContext("2d");
-
- var wtu = WebGLTestUtils;
- var canvas = document.getElementById("example");
- gl = wtu.create3DContext(canvas);
- var program = wtu.setupProgram(
- gl,
- [wtu.loadShaderFromScript(gl, "vshader"),
- wtu.setupSimpleTextureFragmentShader(gl)],
- ['vPosition', 'texCoord0']);
- wtu.setupUnitQuad(gl);
- gl.disable(gl.DEPTH_TEST);
- gl.disable(gl.BLEND);
- glErrorShouldBe(gl, gl.NO_ERROR);
-
- var colors = [
- [0,192,128,255],
- [128,64,255,255],
- [192,255,64,255],
- [200,0,255,255]];
-
- // Make 4 textures by using 4 active texture units if available.
- var texunits = Math.min(colors.length, gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS))
- var textures = [];
- for (var ii = 0; ii < texunits; ++ii) {
- var tex = gl.createTexture();
- gl.activeTexture(gl.TEXTURE0 + ii);
- gl.bindTexture(gl.TEXTURE_2D, tex);
- textures[ii] = tex;
- }
- glErrorShouldBe(gl, gl.NO_ERROR);
-
- // now use each texture unit to write into the textures,
- for (var ii = 0; ii < texunits; ++ii) {
- var c = colors[ii];
- ctx2d.fillStyle =
- "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + c[3] + ")";
- ctx2d.fillRect(0, 0, 1, 1);
- gl.activeTexture(gl.TEXTURE0 + ii);
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d);
- }
- glErrorShouldBe(gl, gl.NO_ERROR);
-
- var textureLoc = gl.getUniformLocation(program, "tex");
- var worldLoc = gl.getUniformLocation(program, "world");
- glErrorShouldBe(gl, gl.NO_ERROR);
-
- gl.clearColor(1,0,0,1);
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-
- for (var ii = 0; ii < texunits; ++ii) {
- var x = ii % 2;
- var y = Math.floor(ii / 2);
- gl.uniform1i(textureLoc, 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);
- }
- glErrorShouldBe(gl, gl.NO_ERROR);
-
- for (var ii = 0; ii < texunits; ++ii) {
- var c = colors[ii];
- var x = ii % 2;
- var y = Math.floor(ii / 2);
- var buf = new Uint8Array(4);
- gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
- var msg = 'expected:' +
- c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + c[3] + ' found: ' +
- buf[0] + ', ' +
- buf[1] + ', ' +
- buf[2] + ', ' +
- buf[3];
- if (buf[0] != c[0] ||
- buf[1] != c[1] ||
- buf[2] != c[2] ||
- buf[3] != c[3])
- testFailed(msg);
- else
- testPassed(msg);
- }
-}
-
-init();
-successfullyParsed = true;
-</script>
-
-<script src="../resources/js-test-post.js"></script>
-
-</body>
-</html>
-

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