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Unified Diff: conformance/more/conformance/argGenerators-D_G.js

Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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Index: conformance/more/conformance/argGenerators-D_G.js
===================================================================
--- conformance/more/conformance/argGenerators-D_G.js (revision 0)
+++ conformance/more/conformance/argGenerators-D_G.js (revision 0)
@@ -0,0 +1,229 @@
+// ArgGenerators contains argument generators for WebGL functions.
+// The argument generators are used for running random tests against the WebGL
+// functions.
+//
+// ArgGenerators is an object consisting of functionName : argGen -properties.
+//
+// functionName is a WebGL context function name and the argGen is an argument
+// generator object that encapsulates the requirements to run
+// randomly generated tests on the WebGL function.
+//
+// An argGen object has the following methods:
+// - setup -- set up state for testing the GL function, returns values
+// that need cleanup in teardown. Run once before entering a
+// test loop.
+// - teardown -- do cleanup on setup's return values after testing is complete
+// - generate -- generate a valid set of random arguments for the GL function
+// - returnValueCleanup -- do cleanup on value returned by the tested GL function
+// - cleanup -- do cleanup on generated arguments from generate
+// - checkArgValidity -- check if passed args are valid. Has a call signature
+// that matches generate's return value. Returns true
+// if args are valid, false if not.
+//
+// Example test loop that demonstrates how the function args and return
+// values flow together:
+//
+// var setupArgs = argGen.setup();
+// for (var i=0; i<numberOfTests; i++) {
+// var generatedArgs = argGen.generate.apply(argGen, setupArgs);
+// var validArgs = argGen.checkArgValidity.apply(argGen, generatedArgs);
+// var rv = call the GL function with generatedArgs;
+// argGen.returnValueCleanup(rv);
+// argGen.cleanup.apply(argGen, generatedArgs);
+// }
+// argGen.teardown.apply(argGen, setupArgs);
+//
+ArgGenerators = {
+
+// GL functions in alphabetical order
+
+// D
+
+ deleteBuffer : {
+ generate : function() { return [GL.createBuffer()]; },
+ checkArgValidity : function(o) {
+ GL.bindBuffer(GL.ARRAY_BUFFER, o);
+ return GL.isBuffer(o);
+ },
+ cleanup : function(o) {
+ GL.bindBuffer(GL.ARRAY_BUFFER, null);
+ try { GL.deleteBuffer(o); } catch(e) {}
+ }
+ },
+ deleteFramebuffer : {
+ generate : function() { return [GL.createFramebuffer()]; },
+ checkArgValidity : function(o) {
+ GL.bindFramebuffer(GL.FRAMEBUFFER, o);
+ return GL.isFramebuffer(o);
+ },
+ cleanup : function(o) {
+ GL.bindFramebuffer(GL.FRAMEBUFFER, null);
+ try { GL.deleteFramebuffer(o); } catch(e) {}
+ }
+ },
+ deleteProgram : {
+ generate : function() { return [GL.createProgram()]; },
+ checkArgValidity : function(o) { return GL.isProgram(o); },
+ cleanup : function(o) { try { GL.deleteProgram(o); } catch(e) {} }
+ },
+ deleteRenderbuffer : {
+ generate : function() { return [GL.createRenderbuffer()]; },
+ checkArgValidity : function(o) {
+ GL.bindRenderbuffer(GL.RENDERBUFFER, o);
+ return GL.isRenderbuffer(o);
+ },
+ cleanup : function(o) {
+ GL.bindRenderbuffer(GL.RENDERBUFFER, null);
+ try { GL.deleteRenderbuffer(o); } catch(e) {}
+ }
+ },
+ deleteShader : {
+ generate : function() { return [GL.createShader(shaderType.random())]; },
+ checkArgValidity : function(o) { return GL.isShader(o); },
+ cleanup : function(o) { try { GL.deleteShader(o); } catch(e) {} }
+ },
+ deleteTexture : {
+ generate : function() { return [GL.createTexture()]; },
+ checkArgValidity : function(o) {
+ GL.bindTexture(GL.TEXTURE_2D, o);
+ return GL.isTexture(o);
+ },
+ cleanup : function(o) {
+ GL.bindTexture(GL.TEXTURE_2D, null);
+ try { GL.deleteTexture(o); } catch(e) {}
+ }
+ },
+ depthFunc : {
+ generate : function() { return [depthFuncFunc.random()]; },
+ checkArgValidity : function(f) { return depthFuncFunc.has(f); },
+ teardown : function() { GL.depthFunc(GL.LESS); }
+ },
+ depthMask : {
+ generate : function() { return [randomBool()]; },
+ teardown : function() { GL.depthFunc(GL.TRUE); }
+ },
+ depthRange : {
+ generate : function() { return [Math.random(), Math.random()]; },
+ teardown : function() { GL.depthRange(0, 1); }
+ },
+ detachShader : {
+ generate : function() {
+ var p = GL.createProgram();
+ var sh = GL.createShader(shaderType.random());
+ GL.attachShader(p, sh);
+ return [p, sh];
+ },
+ checkArgValidity : function(p, sh) {
+ return GL.isProgram(p) && GL.isShader(sh) && GL.getAttachedShaders(p).has(sh);
+ },
+ cleanup : function(p, sh) {
+ try {GL.deleteProgram(p);} catch(e) {}
+ try {GL.deleteShader(sh);} catch(e) {}
+ }
+ },
+ disable : {
+ generate : function() { return [enableCap.random()]; },
+ checkArgValidity : function(c) { return enableCap.has(c); },
+ cleanup : function(c) { if (c == GL.DITHER) GL.enable(c); }
+ },
+ disableVertexAttribArray : {
+ generate : function() { return [randomVertexAttribute()]; },
+ checkArgValidity : function(v) { return isVertexAttribute(v); }
+ },
+ drawArrays : {}, // FIXME
+ drawElements : {}, // FIXME
+
+// E
+
+ enable : {
+ generate : function() { return [enableCap.random()]; },
+ checkArgValidity : function(c) { return enableCap.has(c); },
+ cleanup : function(c) { if (c != GL.DITHER) GL.disable(c); }
+ },
+ enableVertexAttribArray : {
+ generate : function() { return [randomVertexAttribute()]; },
+ checkArgValidity : function(v) { return isVertexAttribute(castToInt(v)); },
+ cleanup : function(v) { GL.disableVertexAttribArray(v); }
+ },
+
+// F
+
+ finish : {
+ generate : function() { return []; }
+ },
+ flush : {
+ generate : function() { return []; }
+ },
+ framebufferRenderbuffer : {}, // FIXME
+ framebufferTexture2D : {}, // FIXME
+ frontFace : {
+ generate : function() { return [frontFaceMode.random()]; },
+ checkArgValidity : function(c) { return frontFaceMode.has(c); },
+ cleanup : function(c) { GL.frontFace(GL.CCW); }
+ },
+
+// G-1
+
+ generateMipmap : {
+ setup : function() {
+ var tex = GL.createTexture();
+ var tex2 = GL.createTexture();
+ GL.bindTexture(GL.TEXTURE_2D, tex);
+ GL.bindTexture(GL.TEXTURE_CUBE_MAP, tex2);
+ var pix = new Uint8Array(16*16*4);
+ GL.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
+ GL.texImage2D(GL.TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
+ GL.texImage2D(GL.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
+ GL.texImage2D(GL.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
+ GL.texImage2D(GL.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
+ GL.texImage2D(GL.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
+ GL.texImage2D(GL.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL.RGBA, 16, 16, 0, GL.RGBA, GL.UNSIGNED_BYTE, pix);
+ },
+ generate : function() { return [bindTextureTarget.random()]; },
+ checkArgValidity : function(t) { return bindTextureTarget.has(t); },
+ teardown : function(tex, tex2) {
+ GL.bindTexture(GL.TEXTURE_2D, null);
+ GL.bindTexture(GL.TEXTURE_CUBE_MAP, null);
+ GL.deleteTexture(tex);
+ GL.deleteTexture(tex2);
+ }
+ },
+ getActiveAttrib : {
+ /* FIXME the queried attrib needs to be an active one
+ generate : function() {
+ var program = GL.createProgram();
+ return [program, randomVertexAttribute()];
+ },
+ checkArgValidity : function(program, index) {
+ return GL.isProgram(program) && isVertexAttribute(index);
+ },
+ cleanup : function(program, index) {
+ GL.deleteProgram(program);
+ }
+ */
+ },
+ getActiveUniform : {}, // FIXME
+ getAttachedShaders : {
+ setup : function() {
+ var program = GL.createProgram();
+ var s1 = GL.createShader(GL.VERTEX_SHADER);
+ var s2 = GL.createShader(GL.FRAGMENT_SHADER);
+ GL.attachShader(program, s1);
+ GL.attachShader(program, s2);
+ return [program, s1, s2];
+ },
+ generate : function(program, s1, s2) {
+ return [program]
+ },
+ checkArgValidity : function(program) {
+ return GL.isProgram(program);
+ },
+ teardown : function(program, s1, s2) {
+ GL.deleteProgram(program);
+ GL.deleteShader(s1);
+ GL.deleteShader(s2);
+ }
+ }
+
+};
+
Property changes on: conformance/more/conformance/argGenerators-D_G.js
___________________________________________________________________
Added: svn:eol-style
+ LF
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