Index: conformance/more/conformance/argGenerators-S_V.js |
=================================================================== |
--- conformance/more/conformance/argGenerators-S_V.js (revision 0) |
+++ conformance/more/conformance/argGenerators-S_V.js (revision 0) |
@@ -0,0 +1,206 @@ |
+// 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 |
+ |
+// S-2 |
+ |
+ stencilMaskSeparate : { |
+ generate : function() { return [cullFace.random(), randomInt(0xffffffff)]; }, |
+ checkArgValidity : function(face, mask) { |
+ return cullFace.has(face); |
+ }, |
+ teardown : function() { GL.stencilMask(0xffffffff); } |
+ }, |
+ stencilOp : { |
+ generate : function() { |
+ return [stencilOp.random(), stencilOp.random(), stencilOp.random()]; |
+ }, |
+ checkArgValidity : function(sfail, dpfail, dppass) { |
+ return stencilOp.has(sfail) && stencilOp.has(dpfail) && stencilOp.has(dppass); |
+ }, |
+ teardown : function() { GL.stencilOp(GL.KEEP, GL.KEEP, GL.KEEP); } |
+ }, |
+ stencilOpSeparate : { |
+ generate : function() { |
+ return [cullFace.random(), stencilOp.random(), stencilOp.random(), stencilOp.random()]; |
+ }, |
+ checkArgValidity : function(face, sfail, dpfail, dppass) { |
+ return cullFace.has(face) && stencilOp.has(sfail) && |
+ stencilOp.has(dpfail) && stencilOp.has(dppass); |
+ }, |
+ teardown : function() { GL.stencilOp(GL.KEEP, GL.KEEP, GL.KEEP); } |
+ }, |
+ |
+// T |
+ texImage2D : { |
+ noAlreadyTriedCheck : true, // Object.toSource is very slow here |
+ setup : function() { |
+ var tex = GL.createTexture(); |
+ var tex2 = GL.createTexture(); |
+ GL.bindTexture(GL.TEXTURE_2D, tex); |
+ GL.bindTexture(GL.TEXTURE_CUBE_MAP, tex2); |
+ return [tex, tex2]; |
+ }, |
+ generate : function() { |
+ var format = texImageFormat.random(); |
+ if (Math.random() < 0.5) { |
+ var img = randomImage(16,16); |
+ var a = [ texImageTarget.random(), 0, format, format, GL.UNSIGNED_BYTE, img ]; |
+ return a; |
+ } else { |
+ var pix = null; |
+ if (Math.random > 0.5) { |
+ pix = new Uint8Array(16*16*4); |
+ } |
+ return [ |
+ texImageTarget.random(), 0, |
+ format, 16, 16, 0, |
+ format, GL.UNSIGNED_BYTE, pix |
+ ]; |
+ } |
+ }, |
+ checkArgValidity : function(target, level, internalformat, width, height, border, format, type, data) { |
+ // or : function(target, level, internalformat, format, type, image) |
+ if (!texImageTarget.has(target) || castToInt(level) < 0) |
+ return false; |
+ if (arguments.length <= 6) { |
+ var xformat = width; |
+ var xtype = height; |
+ var ximage = border; |
+ if ((ximage instanceof HTMLImageElement || |
+ ximage instanceof HTMLVideoElement || |
+ ximage instanceof HTMLCanvasElement || |
+ ximage instanceof ImageData) && |
+ texImageInternalFormat.has(internalformat) && |
+ texImageFormat.has(xformat) && |
+ texImageType.has(xtype) && |
+ internalformat == xformat) |
+ return true; |
+ return false; |
+ } |
+ var w = castToInt(width), h = castToInt(height), b = castToInt(border); |
+ return texImageInternalFormat.has(internalformat) && w >= 0 && h >= 0 && |
+ b == 0 && (data == null || data.byteLength == w*h*4) && |
+ texImageFormat.has(format) && texImageType.has(type) |
+ && internalformat == format; |
+ }, |
+ teardown : function(tex, tex2) { |
+ GL.bindTexture(GL.TEXTURE_2D, null); |
+ GL.bindTexture(GL.TEXTURE_CUBE_MAP, null); |
+ GL.deleteTexture(tex); |
+ GL.deleteTexture(tex2); |
+ } |
+ }, |
+ texParameterf : { |
+ generate : function() { |
+ var pname = texParameterPname.random(); |
+ var param = texParameterParam[pname].random(); |
+ return [bindTextureTarget.random(), pname, param]; |
+ }, |
+ checkArgValidity : function(target, pname, param) { |
+ if (!bindTextureTarget.has(target)) |
+ return false; |
+ if (!texParameterPname.has(pname)) |
+ return false; |
+ return texParameterParam[pname].has(param); |
+ } |
+ }, |
+ texParameteri : { |
+ generate : function() { |
+ var pname = texParameterPname.random(); |
+ var param = texParameterParam[pname].random(); |
+ return [bindTextureTarget.random(), pname, param]; |
+ }, |
+ checkArgValidity : function(target, pname, param) { |
+ if (!bindTextureTarget.has(target)) |
+ return false; |
+ if (!texParameterPname.has(pname)) |
+ return false; |
+ return texParameterParam[pname].has(param); |
+ } |
+ }, |
+ texSubImage2D : {}, // FIXME |
+ |
+// U |
+ |
+ uniform1f : {}, // FIXME |
+ uniform1fv : {}, // FIXME |
+ uniform1i : {}, // FIXME |
+ uniform1iv : {}, // FIXME |
+ uniform2f : {}, // FIXME |
+ uniform2fv : {}, // FIXME |
+ uniform2i : {}, // FIXME |
+ uniform2iv : {}, // FIXME |
+ uniform3f : {}, // FIXME |
+ uniform3fv : {}, // FIXME |
+ uniform3i : {}, // FIXME |
+ uniform3iv : {}, // FIXME |
+ uniform4f : {}, // FIXME |
+ uniform4fv : {}, // FIXME |
+ uniform4i : {}, // FIXME |
+ uniform4iv : {}, // FIXME |
+ uniformMatrix2fv : {}, // FIXME |
+ uniformMatrix3fv : {}, // FIXME |
+ uniformMatrix4fv : {}, // FIXME |
+ useProgram : {}, // FIXME |
+ |
+// V |
+ |
+ validateProgram : {}, // FIXME |
+ vertexAttrib1f : {}, // FIXME |
+ vertexAttrib1fv : {}, // FIXME |
+ vertexAttrib2f : {}, // FIXME |
+ vertexAttrib2fv : {}, // FIXME |
+ vertexAttrib3f : {}, // FIXME |
+ vertexAttrib3fv : {}, // FIXME |
+ vertexAttrib4f : {}, // FIXME |
+ vertexAttrib4fv : {}, // FIXME |
+ vertexAttribPointer : {}, // FIXME |
+ viewport : { |
+ generate : function() { |
+ return [randomInt(3000)-1500, randomInt(3000)-1500, randomIntFromRange(0,3000), randomIntFromRange(0,3000)]; |
+ }, |
+ checkArgValidity : function(x,y,w,h) { |
+ return castToInt(w) >= 0 && castToInt(h) >= 0; |
+ }, |
+ teardown : function() { |
+ GL.viewport(0,0,GL.canvas.width, GL.canvas.height); |
+ } |
+ } |
+ |
+}; |
Property changes on: conformance/more/conformance/argGenerators-S_V.js |
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Added: svn:eol-style |
+ LF |