Title: [136990] trunk/LayoutTests
- Revision
- 136990
- Author
- [email protected]
- Date
- 2012-12-07 15:06:53 -0800 (Fri, 07 Dec 2012)
Log Message
Fix webgl-depth-texture.html to match the test expectation.
https://bugs.webkit.org/show_bug.cgi?id=104259.
Patch by Kondapally Kalyan <[email protected]> on 2012-12-07
Reviewed by Kenneth Russell.
The text expectation of this testcase expects to check for FrameBuffer status and compare the value
using ShouldBe after creating the framebuffer.
Currently, we do it only in case of adding a color buffer. This patch ensures that the Framebuffer
Status check using ShouldBe is done in all cases.
* fast/canvas/webgl/webgl-depth-texture.html:
Modified Paths
Diff
Modified: trunk/LayoutTests/ChangeLog (136989 => 136990)
--- trunk/LayoutTests/ChangeLog 2012-12-07 22:55:58 UTC (rev 136989)
+++ trunk/LayoutTests/ChangeLog 2012-12-07 23:06:53 UTC (rev 136990)
@@ -1,3 +1,17 @@
+2012-12-07 Kondapally Kalyan <[email protected]>
+
+ Fix webgl-depth-texture.html to match the test expectation.
+ https://bugs.webkit.org/show_bug.cgi?id=104259.
+
+ Reviewed by Kenneth Russell.
+
+ The text expectation of this testcase expects to check for FrameBuffer status and compare the value
+ using ShouldBe after creating the framebuffer.
+ Currently, we do it only in case of adding a color buffer. This patch ensures that the Framebuffer
+ Status check using ShouldBe is done in all cases.
+
+ * fast/canvas/webgl/webgl-depth-texture.html:
+
2012-12-06 Filip Pizlo <[email protected]>
Strange results calculating a square root in a loop
Modified: trunk/LayoutTests/fast/canvas/webgl/webgl-depth-texture.html (136989 => 136990)
--- trunk/LayoutTests/fast/canvas/webgl/webgl-depth-texture.html 2012-12-07 22:55:58 UTC (rev 136989)
+++ trunk/LayoutTests/fast/canvas/webgl/webgl-depth-texture.html 2012-12-07 23:06:53 UTC (rev 136990)
@@ -220,8 +220,9 @@
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, res, res, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0);
- shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
}
+
+ shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
// use the default texture to render with while we return to the depth texture.
gl.bindTexture(gl.TEXTURE_2D, null);
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