Backed out changeset 0ad31c2bda31 (bug 883364)
authorEd Morley <emorley@mozilla.com>
Fri, 19 Jul 2013 14:42:53 +0100
changeset 151501 23a13efe29bec2523c7787575baecc471fe09928
parent 151500 6b3289859dd181270b43076ceecc0693b516879c
child 151502 8efe78c834e62fb3008e23deeb993031c5847660
push id2859
push userakeybl@mozilla.com
push dateMon, 16 Sep 2013 19:14:59 +0000
treeherdermozilla-beta@87d3c51cd2bf [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
bugs883364
milestone25.0a1
backs out0ad31c2bda31cc84c8209963868490153a9002eb
first release with
nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
last release without
nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
Backed out changeset 0ad31c2bda31 (bug 883364)
content/canvas/test/reftest/webgl-clear-test.html
content/canvas/test/reftest/webgl-color-alpha-test.html
content/canvas/test/reftest/webgl-color-test.html
content/canvas/test/reftest/webgl-hanging-fb-test.html
content/canvas/test/reftest/webgl-hanging-scissor-test.html
content/canvas/test/reftest/webgl-orientation-test.html
--- a/content/canvas/test/reftest/webgl-clear-test.html
+++ b/content/canvas/test/reftest/webgl-clear-test.html
@@ -1,50 +1,43 @@
-<!DOCTYPE html>
-<html class="reftest-wait">
-<head>
-<meta charset="UTF-8">
-
-<script type="text/javascript" src="webgl-utils.js"></script>
-<script type="text/javascript">
-/* Clear Test
- *
- * Clear the canvas to green to test that we get pixels to the screen.
- */
-
-"use strict";
-
-function renderGL(gl) {
-  gl.clearColor(0.0, 1.0, 0.0, 1.0);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-  gl.finish();
-}
-
-function renderFailure(canvas) {
-  // This will also trigger RAF for us.
-  var context = canvas.getContext("2d");
-  context.fillText('WebGL failed.', 64, 64);
-}
-
-function runTest() {
-  var canvas = document.getElementById("canvas");
-  var gl = initGL(canvas);
-
-  if (gl)
-    renderGL(gl);
-  else
-    renderFailure(canvas);
-
-  rAF(testComplete);
-}
-
-function testComplete() {
-  document.documentElement.removeAttribute("class");
-}
-
-</script>
-</head>
-
-<body onload="rAF(runTest);">
-  <canvas id="canvas" width="256" height="256"></canvas>
-</body>
-
-</html>
+<!DOCTYPE html>
+<html class="reftest-wait">
+<head>
+<meta charset="UTF-8">
+
+<script type="text/javascript" src="webgl-utils.js"></script>
+<script type="text/javascript">
+/* Clear Test
+ *
+ * Clear the canvas to green to test that we get pixels to the screen.
+ */
+
+"use strict";
+
+function renderGL(gl) {
+  gl.clearColor(0.0, 1.0, 0.0, 1.0);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+  gl.finish();
+}
+
+function runTest() {
+  var canvas = document.getElementById("canvas");
+  var gl = initGL(canvas);
+
+  if (gl)
+    renderGL(gl);
+  else
+    document.write("Failed to get WebGL context.");
+
+  rAF(testComplete);
+}
+
+function testComplete() {
+  document.documentElement.removeAttribute("class");
+}
+</script>
+</head>
+
+<body onload="rAF(runTest);">
+  <canvas id="canvas" width="256" height="256"></canvas>
+</body>
+
+</html>
--- a/content/canvas/test/reftest/webgl-color-alpha-test.html
+++ b/content/canvas/test/reftest/webgl-color-alpha-test.html
@@ -1,81 +1,75 @@
-<!DOCTYPE html>
-<html class="reftest-wait">
-<head>
-<meta charset="UTF-8">
-
-<script type="text/javascript" src="webgl-utils.js"></script>
-<script type="text/javascript">
-/* Color-Alpha Test
- *
- * Clear the four quadrants of the canvas as follows:
- * +------+------+
- * | red  |green |
- * |      |      |
- * +------+------+
- * | blue |white |
- * |      |      |
- * +------+------+
- * However, unlike the Color test, clear with a given alpha value.
- * What effect this has depends on the context-creation args passed
- * to this page.
- *
- * Here we check that we handle various combinations of alpha and
- * premultipliedAlpha correctly.
- */
-
-"use strict";
-
-function renderGL(gl, value, alpha) {
-  gl.enable(gl.SCISSOR_TEST);
-
-  gl.scissor(0, 128, 128, 128);
-  gl.clearColor(value, 0.0, 0.0, alpha);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.scissor(128, 128, 128, 128);
-  gl.clearColor(0.0, value, 0.0, alpha);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.scissor(0, 0, 128, 128);
-  gl.clearColor(0.0, 0.0, value, alpha);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.scissor(128, 0, 128, 128);
-  gl.clearColor(value, value, value, alpha);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.finish();
-}
-
-function renderFailure(canvas) {
-  // This will also trigger RAF for us.
-  var context = canvas.getContext("2d");
-  context.fillText('WebGL failed.', 64, 64);
-}
-
-function runTest() {
-  var canvas = document.getElementById("canvas");
-  var gl = initGL(canvas);
-
-  var value = arg("colorVal");
-  var alpha = arg("alphaVal");
-
-  if (gl)
-    renderGL(gl, value, alpha);
-  else
-    renderFailure(canvas);
-
-  rAF(testComplete);
-}
-
-function testComplete() {
-  document.documentElement.removeAttribute("class");
-}
-</script>
-</head>
-
-<body onload="rAF(runTest);">
-  <canvas id="canvas" width="256" height="256"></canvas>
-</body>
-
-</html>
+<!DOCTYPE html>
+<html class="reftest-wait">
+<head>
+<meta charset="UTF-8">
+
+<script type="text/javascript" src="webgl-utils.js"></script>
+<script type="text/javascript">
+/* Color-Alpha Test
+ *
+ * Clear the four quadrants of the canvas as follows:
+ * +------+------+
+ * | red  |green |
+ * |      |      |
+ * +------+------+
+ * | blue |white |
+ * |      |      |
+ * +------+------+
+ * However, unlike the Color test, clear with a given alpha value.
+ * What effect this has depends on the context-creation args passed
+ * to this page.
+ *
+ * Here we check that we handle various combinations of alpha and
+ * premultipliedAlpha correctly.
+ */
+
+"use strict";
+
+function renderGL(gl, value, alpha) {
+  gl.enable(gl.SCISSOR_TEST);
+
+  gl.scissor(0, 128, 128, 128);
+  gl.clearColor(value, 0.0, 0.0, alpha);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.scissor(128, 128, 128, 128);
+  gl.clearColor(0.0, value, 0.0, alpha);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.scissor(0, 0, 128, 128);
+  gl.clearColor(0.0, 0.0, value, alpha);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.scissor(128, 0, 128, 128);
+  gl.clearColor(value, value, value, alpha);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.finish();
+}
+
+function runTest() {
+  var canvas = document.getElementById("canvas");
+  var gl = initGL(canvas);
+
+  var value = arg("colorVal");
+  var alpha = arg("alphaVal");
+
+  if (gl)
+    renderGL(gl, value, alpha);
+  else
+    document.write("Failed to get WebGL context.");
+
+  rAF(testComplete);
+}
+
+function testComplete() {
+  document.documentElement.removeAttribute("class");
+}
+</script>
+</head>
+
+<body onload="rAF(runTest);">
+  <canvas id="canvas" width="256" height="256"></canvas>
+</body>
+
+</html>
--- a/content/canvas/test/reftest/webgl-color-test.html
+++ b/content/canvas/test/reftest/webgl-color-test.html
@@ -1,76 +1,70 @@
-<!DOCTYPE html>
-<html class="reftest-wait">
-<head>
-<meta charset="UTF-8">
-
-<script type="text/javascript" src="webgl-utils.js"></script>
-<script type="text/javascript">
-/* Color Test
- *
- * Clear the four quadrants of the canvas as follows:
- * +------+------+
- * | red  |green |
- * |      |      |
- * +------+------+
- * | blue |white |
- * |      |      |
- * +------+------+
- *
- * This is for checking that we're getting the right colors when
- * we ask for them. This combined with the Orientation test assure
- * that we are getting the correct colors in the correct places.
- */
-
-"use strict";
-
-function renderGL(gl) {
-  gl.enable(gl.SCISSOR_TEST);
-
-  gl.scissor(0, 128, 128, 128);
-  gl.clearColor(1.0, 0.0, 0.0, 1.0);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.scissor(128, 128, 128, 128);
-  gl.clearColor(0.0, 1.0, 0.0, 1.0);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.scissor(0, 0, 128, 128);
-  gl.clearColor(0.0, 0.0, 1.0, 1.0);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.scissor(128, 0, 128, 128);
-  gl.clearColor(1.0, 1.0, 1.0, 1.0);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.finish();
-}
-
-function renderFailure(canvas) {
-  // This will also trigger RAF for us.
-  var context = canvas.getContext("2d");
-  context.fillText('WebGL failed.', 64, 64);
-}
-
-function runTest() {
-  var canvas = document.getElementById("canvas");
-  var gl = initGL(canvas);
-
-  if (gl)
-    renderGL(gl);
-  else
-    renderFailure(canvas);
-
-  rAF(testComplete);
-}
-
-function testComplete() {
-  document.documentElement.removeAttribute("class");
-}
-</script>
-</head>
-
-<body onload="rAF(runTest);">
-  <canvas id="canvas" width="256" height="256"></canvas>
-</body>
-
-</html>
+<!DOCTYPE html>
+<html class="reftest-wait">
+<head>
+<meta charset="UTF-8">
+
+<script type="text/javascript" src="webgl-utils.js"></script>
+<script type="text/javascript">
+/* Color Test
+ *
+ * Clear the four quadrants of the canvas as follows:
+ * +------+------+
+ * | red  |green |
+ * |      |      |
+ * +------+------+
+ * | blue |white |
+ * |      |      |
+ * +------+------+
+ *
+ * This is for checking that we're getting the right colors when
+ * we ask for them. This combined with the Orientation test assure
+ * that we are getting the correct colors in the correct places.
+ */
+
+"use strict";
+
+function renderGL(gl) {
+  gl.enable(gl.SCISSOR_TEST);
+
+  gl.scissor(0, 128, 128, 128);
+  gl.clearColor(1.0, 0.0, 0.0, 1.0);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.scissor(128, 128, 128, 128);
+  gl.clearColor(0.0, 1.0, 0.0, 1.0);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.scissor(0, 0, 128, 128);
+  gl.clearColor(0.0, 0.0, 1.0, 1.0);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.scissor(128, 0, 128, 128);
+  gl.clearColor(1.0, 1.0, 1.0, 1.0);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.finish();
+}
+
+function runTest() {
+  var canvas = document.getElementById("canvas");
+  var gl = initGL(canvas);
+
+  if (gl)
+    renderGL(gl);
+  else
+    document.write("Failed to get WebGL context.");
+
+  rAF(testComplete);
+}
+
+function testComplete() {
+  document.documentElement.removeAttribute("class");
+}
+</script>
+</head>
+
+<body onload="rAF(runTest);">
+  <canvas id="canvas" width="256" height="256"></canvas>
+</body>
+
+</html>
--- a/content/canvas/test/reftest/webgl-hanging-fb-test.html
+++ b/content/canvas/test/reftest/webgl-hanging-fb-test.html
@@ -1,58 +1,52 @@
-<!DOCTYPE html>
-<html class="reftest-wait">
-<head>
-<meta charset="UTF-8">
-
-<script type="text/javascript" src="webgl-utils.js"></script>
-<script type="text/javascript">
-/* Hanging Framebuffer Test
- *
- * Clear the canvas to green, but create and bind a new framebuffer
- * before returning. This will fail if we blindly read from the bound
- * framebuffer, instead of binding to the screen and reading from that.
- *
- * How failure looks isn't well defined, since this is an empty framebuffer,
- * thus is incomplete, and should cause errors if it's read from.
- */
-
-"use strict";
-
-function renderGL(gl) {
-  gl.clearColor(0.0, 1.0, 0.0, 1.0);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  var fb = gl.createFramebuffer();
-  gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
-
-  gl.finish();
-}
-
-function renderFailure(canvas) {
-  // This will also trigger RAF for us.
-  var context = canvas.getContext("2d");
-  context.fillText('WebGL failed.', 64, 64);
-}
-
-function runTest() {
-  var canvas = document.getElementById("canvas");
-  var gl = initGL(canvas);
-
-  if (gl)
-    renderGL(gl);
-  else
-    renderFailure(canvas);
-
-  rAF(testComplete);
-}
-
-function testComplete() {
-  document.documentElement.removeAttribute("class");
-}
-</script>
-</head>
-
-<body onload="rAF(runTest);">
-  <canvas id="canvas" width="256" height="256"></canvas>
-</body>
-
-</html>
+<!DOCTYPE html>
+<html class="reftest-wait">
+<head>
+<meta charset="UTF-8">
+
+<script type="text/javascript" src="webgl-utils.js"></script>
+<script type="text/javascript">
+/* Hanging Framebuffer Test
+ *
+ * Clear the canvas to green, but create and bind a new framebuffer
+ * before returning. This will fail if we blindly read from the bound
+ * framebuffer, instead of binding to the screen and reading from that.
+ *
+ * How failure looks isn't well defined, since this is an empty framebuffer,
+ * thus is incomplete, and should cause errors if it's read from.
+ */
+
+"use strict";
+
+function renderGL(gl) {
+  gl.clearColor(0.0, 1.0, 0.0, 1.0);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  var fb = gl.createFramebuffer();
+  gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+
+  gl.finish();
+}
+
+function runTest() {
+  var canvas = document.getElementById("canvas");
+  var gl = initGL(canvas);
+
+  if (gl)
+    renderGL(gl);
+  else
+    document.write("Failed to get WebGL context.");
+
+  rAF(testComplete);
+}
+
+function testComplete() {
+  document.documentElement.removeAttribute("class");
+}
+</script>
+</head>
+
+<body onload="rAF(runTest);">
+  <canvas id="canvas" width="256" height="256"></canvas>
+</body>
+
+</html>
--- a/content/canvas/test/reftest/webgl-hanging-scissor-test.html
+++ b/content/canvas/test/reftest/webgl-hanging-scissor-test.html
@@ -1,57 +1,51 @@
-<!DOCTYPE html>
-<html class="reftest-wait">
-<head>
-<meta charset="UTF-8">
-
-<script type="text/javascript" src="webgl-utils.js"></script>
-<script type="text/javascript">
-/* Hanging Scissor Test
- *
- * Clear the canvas to green, but create and enable and set scissor values
- * before returning. This can fail if we blindly blit or read from the screen
- * without disabling scissor-test.
- *
- * Failure should look like only the top-left quadrant is rendered.
- */
-
-"use strict";
-
-function renderGL(gl) {
-  gl.clearColor(0.0, 1.0, 0.0, 1.0);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.enable(gl.SCISSOR_TEST);
-  gl.scissor(0, 128, 128, 128);
-
-  gl.finish();
-}
-
-function renderFailure(canvas) {
-  // This will also trigger RAF for us.
-  var context = canvas.getContext("2d");
-  context.fillText('WebGL failed.', 64, 64);
-}
-
-function runTest() {
-  var canvas = document.getElementById("canvas");
-  var gl = initGL(canvas);
-
-  if (gl)
-    renderGL(gl);
-  else
-    renderFailure(canvas);
-
-  rAF(testComplete);
-}
-
-function testComplete() {
-  document.documentElement.removeAttribute("class");
-}
-</script>
-</head>
-
-<body onload="rAF(runTest);">
-  <canvas id="canvas" width="256" height="256"></canvas>
-</body>
-
-</html>
+<!DOCTYPE html>
+<html class="reftest-wait">
+<head>
+<meta charset="UTF-8">
+
+<script type="text/javascript" src="webgl-utils.js"></script>
+<script type="text/javascript">
+/* Hanging Scissor Test
+ *
+ * Clear the canvas to green, but create and enable and set scissor values
+ * before returning. This can fail if we blindly blit or read from the screen
+ * without disabling scissor-test.
+ *
+ * Failure should look like only the top-left quadrant is rendered.
+ */
+
+"use strict";
+
+function renderGL(gl) {
+  gl.clearColor(0.0, 1.0, 0.0, 1.0);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.enable(gl.SCISSOR_TEST);
+  gl.scissor(0, 128, 128, 128);
+
+  gl.finish();
+}
+
+function runTest() {
+  var canvas = document.getElementById("canvas");
+  var gl = initGL(canvas);
+
+  if (gl)
+    renderGL(gl);
+  else
+    document.write("Failed to get WebGL context.");
+
+  rAF(testComplete);
+}
+
+function testComplete() {
+  document.documentElement.removeAttribute("class");
+}
+</script>
+</head>
+
+<body onload="rAF(runTest);">
+  <canvas id="canvas" width="256" height="256"></canvas>
+</body>
+
+</html>
--- a/content/canvas/test/reftest/webgl-orientation-test.html
+++ b/content/canvas/test/reftest/webgl-orientation-test.html
@@ -1,57 +1,51 @@
-<!DOCTYPE html>
-<html class="reftest-wait">
-<head>
-<meta charset="UTF-8">
-
-<script type="text/javascript" src="webgl-utils.js"></script>
-<script type="text/javascript">
-/* Orientation Test
- *
- * Clear the canvas to black, and clear the upper-left quadrant
- * to white. If this doesn't pass, but the Clear test does, then
- * likely y-flip is wrong.
- */
-
-"use strict";
-
-function renderGL(gl) {
-  gl.clearColor(0.0, 0.0, 0.0, 1.0);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.enable(gl.SCISSOR_TEST);
-  gl.scissor(0, 128, 128, 128);
-  gl.clearColor(1.0, 1.0, 1.0, 1.0);
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  gl.finish();
-}
-
-function renderFailure(canvas) {
-  // This will also trigger RAF for us.
-  var context = canvas.getContext("2d");
-  context.fillText('WebGL failed.', 64, 64);
-}
-
-function runTest() {
-  var canvas = document.getElementById("canvas");
-  var gl = initGL(canvas);
-
-  if (gl)
-    renderGL(gl);
-  else
-    renderFailure(canvas);
-
-  rAF(testComplete);
-}
-
-function testComplete() {
-  document.documentElement.removeAttribute("class");
-}
-</script>
-</head>
-
-<body onload="rAF(runTest);">
-  <canvas id="canvas" width="256" height="256"></canvas>
-</body>
-
-</html>
+<!DOCTYPE html>
+<html class="reftest-wait">
+<head>
+<meta charset="UTF-8">
+
+<script type="text/javascript" src="webgl-utils.js"></script>
+<script type="text/javascript">
+/* Orientation Test
+ *
+ * Clear the canvas to black, and clear the upper-left quadrant
+ * to white. If this doesn't pass, but the Clear test does, then
+ * likely y-flip is wrong.
+ */
+
+"use strict";
+
+function renderGL(gl) {
+  gl.clearColor(0.0, 0.0, 0.0, 1.0);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.enable(gl.SCISSOR_TEST);
+  gl.scissor(0, 128, 128, 128);
+  gl.clearColor(1.0, 1.0, 1.0, 1.0);
+  gl.clear(gl.COLOR_BUFFER_BIT);
+
+  gl.finish();
+}
+
+function runTest() {
+  var canvas = document.getElementById("canvas");
+  var gl = initGL(canvas);
+
+  if (gl)
+    renderGL(gl);
+  else
+    document.write("Failed to get WebGL context.");
+
+  rAF(testComplete);
+}
+
+function testComplete() {
+  document.documentElement.removeAttribute("class");
+}
+</script>
+</head>
+
+<body onload="rAF(runTest);">
+  <canvas id="canvas" width="256" height="256"></canvas>
+</body>
+
+</html>