| Index: conformance/more/conformance/argGenerators-D_G.js
|
| ===================================================================
|
| --- conformance/more/conformance/argGenerators-D_G.js (revision 0)
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| +++ conformance/more/conformance/argGenerators-D_G.js (working copy)
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| @@ -0,0 +1,252 @@
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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
|
| +** "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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| +** 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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| +// ArgGenerators contains argument generators for WebGL functions.
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| +// The argument generators are used for running random tests against the WebGL
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| +// functions.
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| +//
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| +// ArgGenerators is an object consisting of functionName : argGen -properties.
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| +//
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| +// functionName is a WebGL context function name and the argGen is an argument
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| +// generator object that encapsulates the requirements to run
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| +// randomly generated tests on the WebGL function.
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| +//
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| +// An argGen object has the following methods:
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| +// - setup -- set up state for testing the GL function, returns values
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| +// that need cleanup in teardown. Run once before entering a
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| +// test loop.
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| +// - teardown -- do cleanup on setup's return values after testing is complete
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| +// - generate -- generate a valid set of random arguments for the GL function
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| +// - returnValueCleanup -- do cleanup on value returned by the tested GL function
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| +// - cleanup -- do cleanup on generated arguments from generate
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| +// - checkArgValidity -- check if passed args are valid. Has a call signature
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| +// that matches generate's return value. Returns true
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| +// if args are valid, false if not.
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| +//
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| +// Example test loop that demonstrates how the function args and return
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| +// values flow together:
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| +//
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| +// var setupArgs = argGen.setup();
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| +// for (var i=0; i<numberOfTests; i++) {
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| +// var generatedArgs = argGen.generate.apply(argGen, setupArgs);
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| +// var validArgs = argGen.checkArgValidity.apply(argGen, generatedArgs);
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| +// var rv = call the GL function with generatedArgs;
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| +// argGen.returnValueCleanup(rv);
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| +// argGen.cleanup.apply(argGen, generatedArgs);
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| +// }
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| +// argGen.teardown.apply(argGen, setupArgs);
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| +//
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| +ArgGenerators = {
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| +
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| +// GL functions in alphabetical order
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| +
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| +// D
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| +
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| + deleteBuffer : {
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| + generate : function() { return [GL.createBuffer()]; },
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| + checkArgValidity : function(o) {
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| + GL.bindBuffer(GL.ARRAY_BUFFER, o);
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| + return GL.isBuffer(o);
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| + },
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| + cleanup : function(o) {
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| + GL.bindBuffer(GL.ARRAY_BUFFER, null);
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| + try { GL.deleteBuffer(o); } catch(e) {}
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| + }
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| + },
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| + deleteFramebuffer : {
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| + generate : function() { return [GL.createFramebuffer()]; },
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| + checkArgValidity : function(o) {
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| + GL.bindFramebuffer(GL.FRAMEBUFFER, o);
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| + return GL.isFramebuffer(o);
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| + },
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| + cleanup : function(o) {
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| + GL.bindFramebuffer(GL.FRAMEBUFFER, null);
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| + try { GL.deleteFramebuffer(o); } catch(e) {}
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| + }
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| + },
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| + deleteProgram : {
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| + generate : function() { return [GL.createProgram()]; },
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| + checkArgValidity : function(o) { return GL.isProgram(o); },
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| + cleanup : function(o) { try { GL.deleteProgram(o); } catch(e) {} }
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| + },
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| + deleteRenderbuffer : {
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| + generate : function() { return [GL.createRenderbuffer()]; },
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| + checkArgValidity : function(o) {
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| + GL.bindRenderbuffer(GL.RENDERBUFFER, o);
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| + return GL.isRenderbuffer(o);
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| + },
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| + cleanup : function(o) {
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| + GL.bindRenderbuffer(GL.RENDERBUFFER, null);
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| + try { GL.deleteRenderbuffer(o); } catch(e) {}
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| + }
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| + },
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| + deleteShader : {
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| + generate : function() { return [GL.createShader(shaderType.random())]; },
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| + checkArgValidity : function(o) { return GL.isShader(o); },
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| + cleanup : function(o) { try { GL.deleteShader(o); } catch(e) {} }
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| + },
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| + deleteTexture : {
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| + generate : function() { return [GL.createTexture()]; },
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| + checkArgValidity : function(o) {
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| + GL.bindTexture(GL.TEXTURE_2D, o);
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| + return GL.isTexture(o);
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| + },
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| + cleanup : function(o) {
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| + GL.bindTexture(GL.TEXTURE_2D, null);
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| + try { GL.deleteTexture(o); } catch(e) {}
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| + }
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| + },
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| + depthFunc : {
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| + generate : function() { return [depthFuncFunc.random()]; },
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| + checkArgValidity : function(f) { return depthFuncFunc.has(f); },
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| + teardown : function() { GL.depthFunc(GL.LESS); }
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| + },
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| + depthMask : {
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| + generate : function() { return [randomBool()]; },
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| + teardown : function() { GL.depthFunc(GL.TRUE); }
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| + },
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| + depthRange : {
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| + generate : function() { return [Math.random(), Math.random()]; },
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| + teardown : function() { GL.depthRange(0, 1); }
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| + },
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| + detachShader : {
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| + generate : function() {
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| + var p = GL.createProgram();
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| + var sh = GL.createShader(shaderType.random());
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| + GL.attachShader(p, sh);
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| + return [p, sh];
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| + },
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| + checkArgValidity : function(p, sh) {
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| + return GL.isProgram(p) && GL.isShader(sh) && GL.getAttachedShaders(p).has(sh);
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| + },
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| + cleanup : function(p, sh) {
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| + try {GL.deleteProgram(p);} catch(e) {}
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| + try {GL.deleteShader(sh);} catch(e) {}
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| + }
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| + },
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| + disable : {
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| + generate : function() { return [enableCap.random()]; },
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| + checkArgValidity : function(c) { return enableCap.has(c); },
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| + cleanup : function(c) { if (c == GL.DITHER) GL.enable(c); }
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| + },
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| + disableVertexAttribArray : {
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| + generate : function() { return [randomVertexAttribute()]; },
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| + checkArgValidity : function(v) { return isVertexAttribute(v); }
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| + },
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| + drawArrays : {}, // FIXME
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| + drawElements : {}, // FIXME
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| +
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| +// E
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| +
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| + enable : {
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| + generate : function() { return [enableCap.random()]; },
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| + checkArgValidity : function(c) { return enableCap.has(c); },
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| + cleanup : function(c) { if (c != GL.DITHER) GL.disable(c); }
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| + },
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| + enableVertexAttribArray : {
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| + generate : function() { return [randomVertexAttribute()]; },
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| + checkArgValidity : function(v) { return isVertexAttribute(castToInt(v)); },
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| + cleanup : function(v) { GL.disableVertexAttribArray(v); }
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| + },
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| +
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| +// F
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| +
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| + finish : {
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| + generate : function() { return []; }
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| + },
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| + flush : {
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| + generate : function() { return []; }
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| + },
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| + framebufferRenderbuffer : {}, // FIXME
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| + framebufferTexture2D : {}, // FIXME
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| + frontFace : {
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| + generate : function() { return [frontFaceMode.random()]; },
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| + checkArgValidity : function(c) { return frontFaceMode.has(c); },
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| + cleanup : function(c) { GL.frontFace(GL.CCW); }
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| + },
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| +
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| +// G-1
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| +
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| + generateMipmap : {
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| + setup : function() {
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| + var tex = GL.createTexture();
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| + var tex2 = GL.createTexture();
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| + GL.bindTexture(GL.TEXTURE_2D, tex);
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| + GL.bindTexture(GL.TEXTURE_CUBE_MAP, tex2);
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| + var pix = new Uint8Array(16*16*4);
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| + GL.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
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| + GL.texImage2D(GL.TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
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| + GL.texImage2D(GL.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
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| + GL.texImage2D(GL.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
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| + GL.texImage2D(GL.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
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| + GL.texImage2D(GL.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
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| + GL.texImage2D(GL.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
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| + },
|
| + generate : function() { return [bindTextureTarget.random()]; },
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| + checkArgValidity : function(t) { return bindTextureTarget.has(t); },
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| + teardown : function(tex, tex2) {
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| + GL.bindTexture(GL.TEXTURE_2D, null);
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| + GL.bindTexture(GL.TEXTURE_CUBE_MAP, null);
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| + GL.deleteTexture(tex);
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| + GL.deleteTexture(tex2);
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| + }
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| + },
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| + getActiveAttrib : {
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| + /* FIXME the queried attrib needs to be an active one
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| + generate : function() {
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| + var program = GL.createProgram();
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| + return [program, randomVertexAttribute()];
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| + },
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| + checkArgValidity : function(program, index) {
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| + return GL.isProgram(program) && isVertexAttribute(index);
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| + },
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| + cleanup : function(program, index) {
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| + GL.deleteProgram(program);
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| + }
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| + */
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| + },
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| + getActiveUniform : {}, // FIXME
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| + getAttachedShaders : {
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| + setup : function() {
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| + var program = GL.createProgram();
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| + var s1 = GL.createShader(GL.VERTEX_SHADER);
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| + var s2 = GL.createShader(GL.FRAGMENT_SHADER);
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| + GL.attachShader(program, s1);
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| + GL.attachShader(program, s2);
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| + return [program, s1, s2];
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| + },
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| + generate : function(program, s1, s2) {
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| + return [program]
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| + },
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| + checkArgValidity : function(program) {
|
| + return GL.isProgram(program);
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| + },
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| + teardown : function(program, s1, s2) {
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| + GL.deleteProgram(program);
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| + GL.deleteShader(s1);
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| + GL.deleteShader(s2);
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| + }
|
| + }
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| +
|
| +};
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| +
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| Property changes on: conformance/more/conformance/argGenerators-D_G.js
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| ___________________________________________________________________
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| Added: svn:eol-style
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| ## -0,0 +1 ##
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| +LF
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| \ No newline at end of property
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