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Update web-platform-tests to revision d011702f368b88b3bae86e7a8fd2ddd22e18b33c
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573 changed files with 38776 additions and 14942 deletions
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<!--
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/*
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** Copyright (c) 2012 The Khronos Group Inc.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a
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** copy of this software and/or associated documentation files (the
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** "Materials"), to deal in the Materials without restriction, including
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** without limitation the rights to use, copy, modify, merge, publish,
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** distribute, sublicense, and/or sell copies of the Materials, and to
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** permit persons to whom the Materials are furnished to do so, subject to
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** the following conditions:
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**
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** The above copyright notice and this permission notice shall be included
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** in all copies or substantial portions of the Materials.
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**
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** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/
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-->
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<!DOCTYPE html>
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<html style="margin: 0; padding: 0;">
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<head>
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<meta charset="utf-8">
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<title>Simple WebGL context with Worker</title>
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<script src="../../resources/webgl-test-utils.js"> </script>
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</head>
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<body style="margin: 0; padding: 0; overflow: hidden;">
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<canvas id="c"
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width="1680" height="1050"
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style="width: 256px; height: 256px;"> <!-- scaled to fit page better -->
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = vPosition;
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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void main()
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{
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gl_FragColor = vec4(1.0,0.0,0.0,1.0);
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}
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</script>
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<script>
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"use strict";
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var wtu = WebGLTestUtils;
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var myWorker = new Worker("context-release-worker.js");
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var gl = wtu.create3DContext("c", { antialias: false });
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var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.75,0, -0.75,-0.75,0, 0.75,-0.75,0 ]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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if(parent) {
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window.glContext = gl;
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parent.postMessage("Ready", "*");
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}
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</script>
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</body>
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</html>
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@ -0,0 +1,77 @@
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<!--
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/*
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** Copyright (c) 2012 The Khronos Group Inc.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a
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** copy of this software and/or associated documentation files (the
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** "Materials"), to deal in the Materials without restriction, including
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** without limitation the rights to use, copy, modify, merge, publish,
|
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** distribute, sublicense, and/or sell copies of the Materials, and to
|
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** permit persons to whom the Materials are furnished to do so, subject to
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** the following conditions:
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**
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** The above copyright notice and this permission notice shall be included
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** in all copies or substantial portions of the Materials.
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**
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** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
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** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
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** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
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** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
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** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/
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-->
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<!DOCTYPE html>
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<html style="margin: 0; padding: 0;">
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<head>
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<meta charset="utf-8">
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<title>Simple WebGL context</title>
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<script src="../../resources/webgl-test-utils.js"> </script>
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</head>
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<body style="margin: 0; padding: 0; overflow: hidden;">
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<canvas id="c"
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width="1680" height="1050"
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style="width: 256px; height: 256px;"> <!-- scaled to fit page better -->
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = vPosition;
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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void main()
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{
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gl_FragColor = vec4(1.0,0.0,0.0,1.0);
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}
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</script>
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<script>
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"use strict";
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var wtu = WebGLTestUtils;
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var gl = wtu.create3DContext("c", { antialias: false });
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var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.75,0, -0.75,-0.75,0, 0.75,-0.75,0 ]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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if (parent) {
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window.glContext = gl;
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parent.postMessage("Ready", "*");
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}
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</script>
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</body>
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</html>
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@ -534,8 +534,10 @@ function runDeleteTests() {
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for (var ii = 0; ii < colorBuffers.length; ++ii) {
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gl.deleteBuffer(colorBuffers[ii]);
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gl.deleteBuffer(elementBuffers[ii]);
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ext.bindVertexArrayOES(vaos[ii]);
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var boundBuffer = gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING);
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// The buffers should still be valid at this point, since it was attached to the VAO
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if(!gl.isBuffer(colorBuffers[ii])) {
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if(boundBuffer != colorBuffers[ii]) {
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testFailed("buffer removed even though it is still attached to a VAO");
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}
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}
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@ -63,7 +63,7 @@ Tests.testTexImage2D = function(gl) {
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assertGLError(gl, gl.INVALID_ENUM, "bad target", function(){
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gl.texImage2D(gl.FLOAT, 0, gl.RGBA, 1,1,0,gl.RGBA,gl.UNSIGNED_BYTE, null);
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});
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assertGLError(gl, [gl.INVALID_ENUM, gl.INVALID_VALUE], "bad internal format/format", function(){
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assertGLErrorIn(gl, [gl.INVALID_ENUM, gl.INVALID_VALUE], "bad internal format/format", function(){
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.FLOAT, 1,1,0,gl.FLOAT,gl.UNSIGNED_BYTE, null);
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});
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assertGLError(gl, gl.INVALID_VALUE, "border > 0", function(){
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}
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}
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var WPT_TEST_ID = 0;
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function reportTestResultsToHarness(success, msg) {
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if (window.parent.webglTestHarness) {
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window.parent.webglTestHarness.reportResults(window.location.pathname, success, msg);
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} else if (window.test) { // WPT test harness
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test(function () {
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assert_true(success, msg);
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}, "WebGL test #" + (WPT_TEST_ID++) + ": " + msg);
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(function() {
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var WPT_TEST_ID = 0;
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// Store the current WPT test harness `test` function
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// if found, since it's overriden by some tests.
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var wpt_test = window.test;
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var wpt_assert_true = window.assert_true;
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window.reportTestResultsToHarness = function reportTestResultsToHarness(success, msg) {
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if (window.parent.webglTestHarness) {
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window.parent.webglTestHarness.reportResults(window.location.pathname, success, msg);
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} else if (wpt_test) { // WPT test harness
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wpt_test(function () {
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wpt_assert_true(success, msg);
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}, "WebGL test #" + (WPT_TEST_ID++) + ": " + msg);
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}
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}
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}
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}())
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function notifyFinishedToHarness() {
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if (window.parent.webglTestHarness) {
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