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| 1 // ArgGenerators contains argument generators for WebGL functions. |
| 2 // The argument generators are used for running random tests against the WebGL |
| 3 // functions. |
| 4 // |
| 5 // ArgGenerators is an object consisting of functionName : argGen -properties. |
| 6 // |
| 7 // functionName is a WebGL context function name and the argGen is an argument |
| 8 // generator object that encapsulates the requirements to run |
| 9 // randomly generated tests on the WebGL function. |
| 10 // |
| 11 // An argGen object has the following methods: |
| 12 // - setup -- set up state for testing the GL function, returns values |
| 13 // that need cleanup in teardown. Run once before entering a |
| 14 // test loop. |
| 15 // - teardown -- do cleanup on setup's return values after testing is complete |
| 16 // - generate -- generate a valid set of random arguments for the GL function |
| 17 // - returnValueCleanup -- do cleanup on value returned by the tested GL funct
ion |
| 18 // - cleanup -- do cleanup on generated arguments from generate |
| 19 // - checkArgValidity -- check if passed args are valid. Has a call signature |
| 20 // that matches generate's return value. Returns true |
| 21 // if args are valid, false if not. |
| 22 // |
| 23 // Example test loop that demonstrates how the function args and return |
| 24 // values flow together: |
| 25 // |
| 26 // var setupArgs = argGen.setup(); |
| 27 // for (var i=0; i<numberOfTests; i++) { |
| 28 // var generatedArgs = argGen.generate.apply(argGen, setupArgs); |
| 29 // var validArgs = argGen.checkArgValidity.apply(argGen, generatedArgs); |
| 30 // var rv = call the GL function with generatedArgs; |
| 31 // argGen.returnValueCleanup(rv); |
| 32 // argGen.cleanup.apply(argGen, generatedArgs); |
| 33 // } |
| 34 // argGen.teardown.apply(argGen, setupArgs); |
| 35 // |
| 36 ArgGenerators = { |
| 37 |
| 38 // GL functions in alphabetical order |
| 39 |
| 40 // C |
| 41 |
| 42 checkFramebufferStatus : { |
| 43 generate : function() { |
| 44 return [Math.random() > 0.5 ? null : GL.createFramebuffer()]; |
| 45 }, |
| 46 checkArgValidity : function(fbo) { |
| 47 if (fbo != null) |
| 48 GL.bindFramebuffer(GL.FRAMEBUFFER, fbo); |
| 49 return fbo == null || GL.isFramebuffer(fbo); |
| 50 }, |
| 51 cleanup : function(fbo){ |
| 52 GL.bindFramebuffer(GL.FRAMEBUFFER, null); |
| 53 if (fbo != null) |
| 54 try{ GL.deleteFramebuffer(fbo); } catch(e) {} |
| 55 } |
| 56 }, |
| 57 clear : { |
| 58 generate : function() { return [clearMask.random()]; }, |
| 59 checkArgValidity : function(mask) { return clearMask.has(mask); } |
| 60 }, |
| 61 clearColor : { |
| 62 generate : function() { return randomColor(); }, |
| 63 teardown : function() { GL.clearColor(0,0,0,0); } |
| 64 }, |
| 65 clearDepth : { |
| 66 generate : function() { return [Math.random()]; }, |
| 67 teardown : function() { GL.clearDepth(1); } |
| 68 }, |
| 69 clearStencil : { |
| 70 generate : function() { return [randomStencil()]; }, |
| 71 teardown : function() { GL.clearStencil(0); } |
| 72 }, |
| 73 colorMask : { |
| 74 generate : function() { |
| 75 return [randomBool(), randomBool(), randomBool(), randomBool()]; |
| 76 }, |
| 77 teardown : function() { GL.colorMask(true, true, true, true); } |
| 78 }, |
| 79 compileShader : {}, // FIXME |
| 80 copyTexImage2D : {}, // FIXME |
| 81 copyTexSubImage2D : {}, // FIXME |
| 82 createBuffer : { |
| 83 generate : function() { return []; }, |
| 84 returnValueCleanup : function(o) { GL.deleteBuffer(o); } |
| 85 }, |
| 86 createFramebuffer : { |
| 87 generate : function() { return []; }, |
| 88 returnValueCleanup : function(o) { GL.deleteFramebuffer(o); } |
| 89 }, |
| 90 createProgram : { |
| 91 generate : function() { return []; }, |
| 92 returnValueCleanup : function(o) { GL.deleteProgram(o); } |
| 93 }, |
| 94 createRenderbuffer : { |
| 95 generate : function() { return []; }, |
| 96 returnValueCleanup : function(o) { GL.deleteRenderbuffer(o); } |
| 97 }, |
| 98 createShader : { |
| 99 generate : function() { return [shaderType.random()]; }, |
| 100 checkArgValidity : function(t) { return shaderType.has(t); }, |
| 101 returnValueCleanup : function(o) { GL.deleteShader(o); } |
| 102 }, |
| 103 createTexture : { |
| 104 generate : function() { return []; }, |
| 105 returnValueCleanup : function(o) { GL.deleteTexture(o); } |
| 106 }, |
| 107 cullFace : { |
| 108 generate : function() { return [cullFace.random()]; }, |
| 109 checkArgValidity : function(f) { return cullFace.has(f); }, |
| 110 teardown : function() { GL.cullFace(GL.BACK); } |
| 111 } |
| 112 |
| 113 }; |
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