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Side by Side Diff: conformance/more/conformance/argGenerators-D_G.js

Issue 41503006: Add ToT WebGL conformance tests : part 8 (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 7 years, 1 month ago
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1 /*
2 ** Copyright (c) 2012 The Khronos Group Inc.
3 **
4 ** Permission is hereby granted, free of charge, to any person obtaining a
5 ** copy of this software and/or associated documentation files (the
6 ** "Materials"), to deal in the Materials without restriction, including
7 ** without limitation the rights to use, copy, modify, merge, publish,
8 ** distribute, sublicense, and/or sell copies of the Materials, and to
9 ** permit persons to whom the Materials are furnished to do so, subject to
10 ** the following conditions:
11 **
12 ** The above copyright notice and this permission notice shall be included
13 ** in all copies or substantial portions of the Materials.
14 **
15 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
18 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
19 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
20 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
21 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
22 */
23
24 // ArgGenerators contains argument generators for WebGL functions.
25 // The argument generators are used for running random tests against the WebGL
26 // functions.
27 //
28 // ArgGenerators is an object consisting of functionName : argGen -properties.
29 //
30 // functionName is a WebGL context function name and the argGen is an argument
31 // generator object that encapsulates the requirements to run
32 // randomly generated tests on the WebGL function.
33 //
34 // An argGen object has the following methods:
35 // - setup -- set up state for testing the GL function, returns values
36 // that need cleanup in teardown. Run once before entering a
37 // test loop.
38 // - teardown -- do cleanup on setup's return values after testing is complete
39 // - generate -- generate a valid set of random arguments for the GL function
40 // - returnValueCleanup -- do cleanup on value returned by the tested GL funct ion
41 // - cleanup -- do cleanup on generated arguments from generate
42 // - checkArgValidity -- check if passed args are valid. Has a call signature
43 // that matches generate's return value. Returns true
44 // if args are valid, false if not.
45 //
46 // Example test loop that demonstrates how the function args and return
47 // values flow together:
48 //
49 // var setupArgs = argGen.setup();
50 // for (var i=0; i<numberOfTests; i++) {
51 // var generatedArgs = argGen.generate.apply(argGen, setupArgs);
52 // var validArgs = argGen.checkArgValidity.apply(argGen, generatedArgs);
53 // var rv = call the GL function with generatedArgs;
54 // argGen.returnValueCleanup(rv);
55 // argGen.cleanup.apply(argGen, generatedArgs);
56 // }
57 // argGen.teardown.apply(argGen, setupArgs);
58 //
59 ArgGenerators = {
60
61 // GL functions in alphabetical order
62
63 // D
64
65 deleteBuffer : {
66 generate : function() { return [GL.createBuffer()]; },
67 checkArgValidity : function(o) {
68 GL.bindBuffer(GL.ARRAY_BUFFER, o);
69 return GL.isBuffer(o);
70 },
71 cleanup : function(o) {
72 GL.bindBuffer(GL.ARRAY_BUFFER, null);
73 try { GL.deleteBuffer(o); } catch(e) {}
74 }
75 },
76 deleteFramebuffer : {
77 generate : function() { return [GL.createFramebuffer()]; },
78 checkArgValidity : function(o) {
79 GL.bindFramebuffer(GL.FRAMEBUFFER, o);
80 return GL.isFramebuffer(o);
81 },
82 cleanup : function(o) {
83 GL.bindFramebuffer(GL.FRAMEBUFFER, null);
84 try { GL.deleteFramebuffer(o); } catch(e) {}
85 }
86 },
87 deleteProgram : {
88 generate : function() { return [GL.createProgram()]; },
89 checkArgValidity : function(o) { return GL.isProgram(o); },
90 cleanup : function(o) { try { GL.deleteProgram(o); } catch(e) {} }
91 },
92 deleteRenderbuffer : {
93 generate : function() { return [GL.createRenderbuffer()]; },
94 checkArgValidity : function(o) {
95 GL.bindRenderbuffer(GL.RENDERBUFFER, o);
96 return GL.isRenderbuffer(o);
97 },
98 cleanup : function(o) {
99 GL.bindRenderbuffer(GL.RENDERBUFFER, null);
100 try { GL.deleteRenderbuffer(o); } catch(e) {}
101 }
102 },
103 deleteShader : {
104 generate : function() { return [GL.createShader(shaderType.random())]; },
105 checkArgValidity : function(o) { return GL.isShader(o); },
106 cleanup : function(o) { try { GL.deleteShader(o); } catch(e) {} }
107 },
108 deleteTexture : {
109 generate : function() { return [GL.createTexture()]; },
110 checkArgValidity : function(o) {
111 GL.bindTexture(GL.TEXTURE_2D, o);
112 return GL.isTexture(o);
113 },
114 cleanup : function(o) {
115 GL.bindTexture(GL.TEXTURE_2D, null);
116 try { GL.deleteTexture(o); } catch(e) {}
117 }
118 },
119 depthFunc : {
120 generate : function() { return [depthFuncFunc.random()]; },
121 checkArgValidity : function(f) { return depthFuncFunc.has(f); },
122 teardown : function() { GL.depthFunc(GL.LESS); }
123 },
124 depthMask : {
125 generate : function() { return [randomBool()]; },
126 teardown : function() { GL.depthFunc(GL.TRUE); }
127 },
128 depthRange : {
129 generate : function() { return [Math.random(), Math.random()]; },
130 teardown : function() { GL.depthRange(0, 1); }
131 },
132 detachShader : {
133 generate : function() {
134 var p = GL.createProgram();
135 var sh = GL.createShader(shaderType.random());
136 GL.attachShader(p, sh);
137 return [p, sh];
138 },
139 checkArgValidity : function(p, sh) {
140 return GL.isProgram(p) && GL.isShader(sh) && GL.getAttachedShaders(p).has( sh);
141 },
142 cleanup : function(p, sh) {
143 try {GL.deleteProgram(p);} catch(e) {}
144 try {GL.deleteShader(sh);} catch(e) {}
145 }
146 },
147 disable : {
148 generate : function() { return [enableCap.random()]; },
149 checkArgValidity : function(c) { return enableCap.has(c); },
150 cleanup : function(c) { if (c == GL.DITHER) GL.enable(c); }
151 },
152 disableVertexAttribArray : {
153 generate : function() { return [randomVertexAttribute()]; },
154 checkArgValidity : function(v) { return isVertexAttribute(v); }
155 },
156 drawArrays : {}, // FIXME
157 drawElements : {}, // FIXME
158
159 // E
160
161 enable : {
162 generate : function() { return [enableCap.random()]; },
163 checkArgValidity : function(c) { return enableCap.has(c); },
164 cleanup : function(c) { if (c != GL.DITHER) GL.disable(c); }
165 },
166 enableVertexAttribArray : {
167 generate : function() { return [randomVertexAttribute()]; },
168 checkArgValidity : function(v) { return isVertexAttribute(castToInt(v)); },
169 cleanup : function(v) { GL.disableVertexAttribArray(v); }
170 },
171
172 // F
173
174 finish : {
175 generate : function() { return []; }
176 },
177 flush : {
178 generate : function() { return []; }
179 },
180 framebufferRenderbuffer : {}, // FIXME
181 framebufferTexture2D : {}, // FIXME
182 frontFace : {
183 generate : function() { return [frontFaceMode.random()]; },
184 checkArgValidity : function(c) { return frontFaceMode.has(c); },
185 cleanup : function(c) { GL.frontFace(GL.CCW); }
186 },
187
188 // G-1
189
190 generateMipmap : {
191 setup : function() {
192 var tex = GL.createTexture();
193 var tex2 = GL.createTexture();
194 GL.bindTexture(GL.TEXTURE_2D, tex);
195 GL.bindTexture(GL.TEXTURE_CUBE_MAP, tex2);
196 var pix = new Uint8Array(16*16*4);
197 GL.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_B YTE, pix);
198 GL.texImage2D(GL.TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL.RGBA, 16, 16, 0, GL.RG BA, GL.UNSIGNED_BYTE, pix);
199 GL.texImage2D(GL.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL.RGBA, 16, 16, 0, GL.RG BA, GL.UNSIGNED_BYTE, pix);
200 GL.texImage2D(GL.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL.RGBA, 16, 16, 0, GL.RG BA, GL.UNSIGNED_BYTE, pix);
201 GL.texImage2D(GL.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL.RGBA, 16, 16, 0, GL.RG BA, GL.UNSIGNED_BYTE, pix);
202 GL.texImage2D(GL.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL.RGBA, 16, 16, 0, GL.RG BA, GL.UNSIGNED_BYTE, pix);
203 GL.texImage2D(GL.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL.RGBA, 16, 16, 0, GL.RG BA, GL.UNSIGNED_BYTE, pix);
204 },
205 generate : function() { return [bindTextureTarget.random()]; },
206 checkArgValidity : function(t) { return bindTextureTarget.has(t); },
207 teardown : function(tex, tex2) {
208 GL.bindTexture(GL.TEXTURE_2D, null);
209 GL.bindTexture(GL.TEXTURE_CUBE_MAP, null);
210 GL.deleteTexture(tex);
211 GL.deleteTexture(tex2);
212 }
213 },
214 getActiveAttrib : {
215 /* FIXME the queried attrib needs to be an active one
216 generate : function() {
217 var program = GL.createProgram();
218 return [program, randomVertexAttribute()];
219 },
220 checkArgValidity : function(program, index) {
221 return GL.isProgram(program) && isVertexAttribute(index);
222 },
223 cleanup : function(program, index) {
224 GL.deleteProgram(program);
225 }
226 */
227 },
228 getActiveUniform : {}, // FIXME
229 getAttachedShaders : {
230 setup : function() {
231 var program = GL.createProgram();
232 var s1 = GL.createShader(GL.VERTEX_SHADER);
233 var s2 = GL.createShader(GL.FRAGMENT_SHADER);
234 GL.attachShader(program, s1);
235 GL.attachShader(program, s2);
236 return [program, s1, s2];
237 },
238 generate : function(program, s1, s2) {
239 return [program]
240 },
241 checkArgValidity : function(program) {
242 return GL.isProgram(program);
243 },
244 teardown : function(program, s1, s2) {
245 GL.deleteProgram(program);
246 GL.deleteShader(s1);
247 GL.deleteShader(s2);
248 }
249 }
250
251 };
252
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