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Unified Diff: third_party/webgl/conformance-suites/1.0.0/conformance/more/glsl/longLoops.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/more/glsl/longLoops.html
===================================================================
--- third_party/webgl/conformance-suites/1.0.0/conformance/more/glsl/longLoops.html (revision 121077)
+++ third_party/webgl/conformance-suites/1.0.0/conformance/more/glsl/longLoops.html (working copy)
@@ -1,260 +0,0 @@
-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
-<html><head>
-<!--
-Tests for the OpenGL ES 2.0 HTML Canvas context
-
-Copyright (C) 2009 Ilmari Heikkinen <ilmari.heikkinen@gmail.com>
-
-Permission is hereby granted, free of charge, to any person
-obtaining a copy of this software and associated documentation
-files (the "Software"), to deal in the Software without
-restriction, including without limitation the rights to use,
-copy, modify, merge, publish, distribute, sublicense, and/or sell
-copies of the Software, and to permit persons to whom the
-Software is furnished to do so, subject to the following
-conditions:
-
-The above copyright notice and this permission notice shall be
-included in all copies or substantial portions of the Software.
-
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
-OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
-NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
-HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
-OTHER DEALINGS IN THE SOFTWARE.
-
--->
-<meta http-equiv="content-type" content="text/html; charset=UTF-8">
-<link rel="stylesheet" type="text/css" href="../unit.css" />
-<script type="application/x-javascript" src="../unit.js"></script>
-<script type="application/x-javascript" src="../util.js"></script>
-<script type="application/x-javascript">
-
-Tests.startUnit = function () {
- var canvas = document.getElementById('gl');
- var gl = canvas.getContext(GL_CONTEXT_ID);
- return [gl];
-}
-
-Tests.autorun = false;
-Tests.message = "Caution: might hang your GPU"
-
-var arr = ['whiletrue', 'loop100M', 'loopComp', 'variable'];
-arr.forEach(function(e){
- Tests['test'+e+'vert'] = function(gl) {
- var sh = new Filter(gl, e+'vert', 'frag');
- assertOk(function(){
- sh.apply();
- });
- sh.destroy();
- }
- Tests['test'+e+'frag'] = function(gl) {
- var sh = new Filter(gl, 'vert', e+'frag');
- assertOk(function(){
- sh.apply();
- });
- sh.destroy();
- }
-});
-
-Tests.testMandelbrot = function(gl) {
- gl.disable(gl.DEPTH_TEST);
- var sh = new Filter(gl, 'identity-vert', 'mandelbrot-frag');
- sh.apply(function(s){
- s.uniform1f('z', 0.15);
- s.uniform1f('x', -1.25);
- });
- for (var i=0; i<256; i++) {
- sh.apply();
- }
- sh.destroy();
-}
-
-</script>
-<script id="identity-vert" type="x-shader/x-vertex">
-
- attribute vec3 Vertex;
- attribute vec2 Tex;
-
- varying vec2 texCoord0;
- void main()
- {
- texCoord0 = vec2(Tex.s, Tex.t);
- gl_Position = vec4(Vertex, 1.0);
- }
-</script>
-<script id="mandelbrot-frag" type="x-shader/x-fragment">
- #ifdef GL_ES
-precision highp float;
-#endif
-
- uniform float x,y,z;
- varying vec2 texCoord0;
- vec4 iter_z(float cr, float ci) {
- int i;
- float nzr, nzi, zr = 0.0, zi = 0.0;
- vec4 color = vec4(0.0);
- for (i=0; i<2500; i++) {
- nzr = zr * zr - zi * zi + cr;
- nzi = 2.0 * zr * zi + ci;
- zr = nzr;
- zi = nzi;
- }
- color = vec4(zi);
- color.a = 1.0;
- return color;
- }
-
- void main()
- {
- gl_FragColor = iter_z(x+z*(2.0*texCoord0.s-1.5), y+z*(2.0*texCoord0.t-1.0));
- }
-</script>
-<script id="whiletruevert" type="x-shader/x-vertex">
-
-
- attribute vec3 Vertex; attribute vec2 Tex;
- varying vec2 TexCoord;
- void main()
- {
- float z = 1.0;
- while(true) { z += 0.1; z *= 0.995; }
- TexCoord = Tex.st;
- gl_Position = vec4(Vertex, z);
- }
-</script>
-<script id="loop100Mvert" type="x-shader/x-vertex">
-
-
- attribute vec3 Vertex; attribute vec2 Tex;
- varying vec2 TexCoord;
- void main()
- {
- int i;
- float z = 1.0;
- for (i = 0; i<1000000000; i++) {
- z += 0.1; z *= 0.995;
- }
- TexCoord = Tex.st;
- gl_Position = vec4(Vertex, z);
- }
-</script>
-<script id="loopCompvert" type="x-shader/x-vertex">
-
-
- attribute vec3 Vertex; attribute vec2 Tex;
- varying vec2 TexCoord;
- void main()
- {
- float z = 1.0;
- while(z > 0.0) { z += 0.1; z *= 0.995; }
- TexCoord = Tex.st;
- gl_Position = vec4(Vertex, z);
- }
-</script>
-<script id="variablevert" type="x-shader/x-vertex">
-
-
- attribute vec3 Vertex; attribute vec2 Tex;
- varying vec2 TexCoord;
-
- void main()
- {
- float z = 1.0;
- while(z > Vertex.z) { z += 0.1; z *= 0.995; }
- TexCoord = Tex.st;
- gl_Position = vec4(Vertex, z);
- }
-</script>
-<script id="vert" type="x-shader/x-vertex">
-
-
- attribute vec3 Vertex; attribute vec2 Tex;
- varying vec2 TexCoord;
- void main()
- {
- TexCoord = Tex.st;
- gl_Position = vec4(Vertex, 0.0);
- }
-</script>
-
-<script id="whiletruefrag" type="x-shader/x-fragment">
-
-
- #ifdef GL_ES
-precision highp float;
-#endif
- varying vec2 TexCoord;
- void main()
- {
- float z = 1.0;
- while(true) { z += 0.1; z *= 0.995; }
- gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
- }
-</script>
-<script id="loop100Mfrag" type="x-shader/x-fragment">
-
-
- #ifdef GL_ES
-precision highp float;
-#endif
- varying vec2 TexCoord;
- void main()
- {
- int i;
- float z = 1.0;
- for (i = 0; i<1000000000; i++) {
- z += 0.1; z *= 0.995;
- }
- gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
- }
-</script>
-<script id="loopCompfrag" type="x-shader/x-fragment">
-
-
- #ifdef GL_ES
-precision highp float;
-#endif
- varying vec2 TexCoord;
- void main()
- {
- float z = TexCoord.s;
- while(z > 0.0) { z += 0.1; z *= 0.995; }
- gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
- }
-</script>
-<script id="variablefrag" type="x-shader/x-fragment">
-
-
- #ifdef GL_ES
-precision highp float;
-#endif
- varying vec2 TexCoord;
- void main()
- {
- float z = 1.0;
- while(z > TexCoord.s) { z += 0.1; z *= 0.995; }
- gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
- }
-</script>
-<script id="frag" type="x-shader/x-fragment">
-
-
- #ifdef GL_ES
-precision highp float;
-#endif
- varying vec2 TexCoord;
- void main()
- {
- gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, 1.0);
- }
-</script>
-
-
-<style>canvas{ position:absolute; }</style>
-</head><body>
- <canvas id="gl" width="512" height="512"></canvas>
-</body></html>

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