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 |
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Added: svn:eol-style |
+ LF |