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| 1 <!-- | |
| 2 Copyright (C) 2011 Apple Computer, Inc. All rights reserved. | |
| 3 | |
| 4 Redistribution and use in source and binary forms, with or without | |
| 5 modification, are permitted provided that the following conditions | |
| 6 are met: | |
| 7 1. Redistributions of source code must retain the above copyright | |
| 8 notice, this list of conditions and the following disclaimer. | |
| 9 2. Redistributions in binary form must reproduce the above copyright | |
| 10 notice, this list of conditions and the following disclaimer in the | |
| 11 documentation and/or other materials provided with the distribution. | |
| 12 | |
| 13 THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY | |
| 14 EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| 15 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | |
| 16 PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR | |
| 17 CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | |
| 18 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
| 19 PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
| 20 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY | |
| 21 OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
| 22 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| 23 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| 24 --> | |
| 25 <!DOCTYPE html> | |
| 26 <html> | |
| 27 <head> | |
| 28 <meta charset="utf-8"> | |
| 29 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
| 30 <script src="../resources/js-test-pre.js"></script> | |
| 31 <script src="resources/webgl-test.js"></script> | |
| 32 <script src="resources/webgl-test-utils.js"></script> | |
| 33 </head> | |
| 34 <body> | |
| 35 <div id="description"></div> | |
| 36 <div id="console"></div> | |
| 37 | |
| 38 <script> | |
| 39 var wtu = WebGLTestUtils; | |
| 40 description("Tests calling WebGL APIs with wrong argument types"); | |
| 41 | |
| 42 var context = wtu.create3DContext(); | |
| 43 var program = wtu.loadStandardProgram(context); | |
| 44 var shader = wtu.loadStandardVertexShader(context); | |
| 45 var shouldGenerateGLError = wtu.shouldGenerateGLError; | |
| 46 | |
| 47 assertMsg(program != null, "Program Compiled"); | |
| 48 assertMsg(shader != null, "Shader Compiled"); | |
| 49 | |
| 50 var loc = context.getUniformLocation(program, "u_modelViewProjMatrix"); | |
| 51 assertMsg(loc != null, "getUniformLocation succeeded"); | |
| 52 | |
| 53 var arguments = [ | |
| 54 { value: "foo", | |
| 55 throws: true }, | |
| 56 { value: 0, | |
| 57 throws: true }, | |
| 58 { value: null, | |
| 59 throws: false }, | |
| 60 { value: undefined, | |
| 61 throws: false } | |
| 62 ]; | |
| 63 | |
| 64 var argument; | |
| 65 | |
| 66 function shouldBeEmptyString(command) { | |
| 67 shouldBe(command, "''"); | |
| 68 } | |
| 69 | |
| 70 for (var i = 0; i < arguments.length; ++i) { | |
| 71 var func, func2, func3; | |
| 72 if (arguments[i].throws) { | |
| 73 func = shouldThrow; | |
| 74 func2 = shouldThrow; | |
| 75 func3 = shouldThrow; | |
| 76 } else { | |
| 77 func = shouldBeUndefined; | |
| 78 func2 = shouldBeNull; | |
| 79 func3 = shouldBeEmptyString; | |
| 80 } | |
| 81 argument = arguments[i].value; | |
| 82 func("context.compileShader(argument)"); | |
| 83 func("context.linkProgram(argument)"); | |
| 84 func("context.attachShader(program, argument)"); | |
| 85 func("context.attachShader(argument, shader)"); | |
| 86 func("context.detachShader(program, argument)"); | |
| 87 func("context.detachShader(argument, shader)"); | |
| 88 func("context.useProgram(argument)"); | |
| 89 func("context.shaderSource(argument, 'foo')"); | |
| 90 func("context.bindAttribLocation(argument, 0, 'foo')"); | |
| 91 func("context.bindBuffer(context.ARRAY_BUFFER, argument)"); | |
| 92 func("context.bindFramebuffer(context.FRAMEBUFFER, argument)"); | |
| 93 func("context.bindRenderbuffer(context.RENDERBUFFER, argument)"); | |
| 94 func("context.bindTexture(context.TEXTURE_2D, argument)"); | |
| 95 func("context.framebufferRenderbuffer(context.FRAMEBUFFER, context.DEPTH_ATTAC
HMENT, context.RENDERBUFFER, argument)"); | |
| 96 func("context.framebufferTexture2D(context.FRAMEBUFFER, context.COLOR_ATTACHME
NT0, context.TEXTURE_2D, argument, 0)"); | |
| 97 func("context.uniform2fv(argument, new Float32Array([0.0, 0.0]))"); | |
| 98 func("context.uniform2iv(argument, new Int32Array([0, 0]))"); | |
| 99 func("context.uniformMatrix2fv(argument, false, new Float32Array([0.0, 0.0, 0.
0, 0.0]))"); | |
| 100 | |
| 101 func2("context.getProgramParameter(argument, 0)"); | |
| 102 func2("context.getShaderParameter(argument, 0)"); | |
| 103 func2("context.getUniform(argument, loc)"); | |
| 104 func2("context.getUniform(program, argument)"); | |
| 105 func2("context.getUniformLocation(argument, 'u_modelViewProjMatrix')"); | |
| 106 | |
| 107 func3("context.getProgramInfoLog(argument)"); | |
| 108 func3("context.getShaderInfoLog(argument)"); | |
| 109 func3("context.getShaderSource(argument)"); | |
| 110 } | |
| 111 | |
| 112 successfullyParsed = true; | |
| 113 </script> | |
| 114 | |
| 115 <script src="../resources/js-test-post.js"></script> | |
| 116 </body> | |
| 117 </html> | |
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