Update web-platform-tests to revision d011702f368b88b3bae86e7a8fd2ddd22e18b33c

This commit is contained in:
Ms2ger 2016-04-12 09:07:41 +02:00
parent f9608022ca
commit 299ad0f9d0
573 changed files with 38776 additions and 14942 deletions

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@ -0,0 +1,78 @@
<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are 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 Materials.
**
** THE MATERIALS ARE 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
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html style="margin: 0; padding: 0;">
<head>
<meta charset="utf-8">
<title>Simple WebGL context with Worker</title>
<script src="../../resources/webgl-test-utils.js"> </script>
</head>
<body style="margin: 0; padding: 0; overflow: hidden;">
<canvas id="c"
width="1680" height="1050"
style="width: 256px; height: 256px;"> <!-- scaled to fit page better -->
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;
var myWorker = new Worker("context-release-worker.js");
var gl = wtu.create3DContext("c", { antialias: false });
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.75,0, -0.75,-0.75,0, 0.75,-0.75,0 ]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
if(parent) {
window.glContext = gl;
parent.postMessage("Ready", "*");
}
</script>
</body>
</html>

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@ -0,0 +1,77 @@
<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are 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 Materials.
**
** THE MATERIALS ARE 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
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html style="margin: 0; padding: 0;">
<head>
<meta charset="utf-8">
<title>Simple WebGL context</title>
<script src="../../resources/webgl-test-utils.js"> </script>
</head>
<body style="margin: 0; padding: 0; overflow: hidden;">
<canvas id="c"
width="1680" height="1050"
style="width: 256px; height: 256px;"> <!-- scaled to fit page better -->
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("c", { antialias: false });
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.75,0, -0.75,-0.75,0, 0.75,-0.75,0 ]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
if (parent) {
window.glContext = gl;
parent.postMessage("Ready", "*");
}
</script>
</body>
</html>

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@ -534,8 +534,10 @@ function runDeleteTests() {
for (var ii = 0; ii < colorBuffers.length; ++ii) {
gl.deleteBuffer(colorBuffers[ii]);
gl.deleteBuffer(elementBuffers[ii]);
ext.bindVertexArrayOES(vaos[ii]);
var boundBuffer = gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING);
// The buffers should still be valid at this point, since it was attached to the VAO
if(!gl.isBuffer(colorBuffers[ii])) {
if(boundBuffer != colorBuffers[ii]) {
testFailed("buffer removed even though it is still attached to a VAO");
}
}

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@ -63,7 +63,7 @@ Tests.testTexImage2D = function(gl) {
assertGLError(gl, gl.INVALID_ENUM, "bad target", function(){
gl.texImage2D(gl.FLOAT, 0, gl.RGBA, 1,1,0,gl.RGBA,gl.UNSIGNED_BYTE, null);
});
assertGLError(gl, [gl.INVALID_ENUM, gl.INVALID_VALUE], "bad internal format/format", function(){
assertGLErrorIn(gl, [gl.INVALID_ENUM, gl.INVALID_VALUE], "bad internal format/format", function(){
gl.texImage2D(gl.TEXTURE_2D, 0, gl.FLOAT, 1,1,0,gl.FLOAT,gl.UNSIGNED_BYTE, null);
});
assertGLError(gl, gl.INVALID_VALUE, "border > 0", function(){

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@ -71,16 +71,25 @@ function nonKhronosFrameworkNotifyDone() {
}
}
var WPT_TEST_ID = 0;
function reportTestResultsToHarness(success, msg) {
if (window.parent.webglTestHarness) {
window.parent.webglTestHarness.reportResults(window.location.pathname, success, msg);
} else if (window.test) { // WPT test harness
test(function () {
assert_true(success, msg);
}, "WebGL test #" + (WPT_TEST_ID++) + ": " + msg);
(function() {
var WPT_TEST_ID = 0;
// Store the current WPT test harness `test` function
// if found, since it's overriden by some tests.
var wpt_test = window.test;
var wpt_assert_true = window.assert_true;
window.reportTestResultsToHarness = function reportTestResultsToHarness(success, msg) {
if (window.parent.webglTestHarness) {
window.parent.webglTestHarness.reportResults(window.location.pathname, success, msg);
} else if (wpt_test) { // WPT test harness
wpt_test(function () {
wpt_assert_true(success, msg);
}, "WebGL test #" + (WPT_TEST_ID++) + ": " + msg);
}
}
}
}())
function notifyFinishedToHarness() {
if (window.parent.webglTestHarness) {