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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/desktop-gl-constants.js"></script> | |
| 33 </head> | |
| 34 <body> | |
| 35 <div id="description"></div> | |
| 36 <div id="console"></div> | |
| 37 | |
| 38 <script> | |
| 39 description("Test for invalid passed parameters"); | |
| 40 | |
| 41 var context = create3DContext(); | |
| 42 | |
| 43 debug(""); | |
| 44 debug("Test createShader()"); | |
| 45 shouldGenerateGLError(context, context.NO_ERROR, "context.createShader(context.F
RAGMENT_SHADER)"); | |
| 46 shouldGenerateGLError(context, context.NO_ERROR, "context.createShader(context.V
ERTEX_SHADER)"); | |
| 47 shouldGenerateGLError(context, context.INVALID_ENUM, "context.createShader(0)"); | |
| 48 shouldGenerateGLError(context, context.INVALID_ENUM, "context.createShader(conte
xt.TRIANGLES)"); | |
| 49 | |
| 50 debug(""); | |
| 51 debug("Test clear()"); | |
| 52 shouldGenerateGLError(context, context.INVALID_VALUE, "context.clear(desktopGL['
ACCUM_BUFFER_BIT'])"); | |
| 53 shouldGenerateGLError(context, context.INVALID_VALUE, "context.clear(desktopGL['
ACCUM_BUFFER_BIT'] | context.COLOR_BUFFER_BIT)"); | |
| 54 shouldGenerateGLError(context, context.INVALID_VALUE, "context.clear(desktopGL['
ACCUM_BUFFER_BIT'] | context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT | conte
xt.STENCIL_BUFFER_BIT)"); | |
| 55 shouldGenerateGLError(context, context.NO_ERROR, "context.clear(context.COLOR_BU
FFER_BIT | context.DEPTH_BUFFER_BIT | context.STENCIL_BUFFER_BIT)"); | |
| 56 | |
| 57 debug(""); | |
| 58 debug("Test bufferData()"); | |
| 59 var buffer = context.createBuffer(); | |
| 60 shouldGenerateGLError(context, context.NO_ERROR, "context.bindBuffer(context.ARR
AY_BUFFER, buffer)"); | |
| 61 shouldGenerateGLError(context, context.NO_ERROR, "context.bufferData(context.ARR
AY_BUFFER, 16, context.STREAM_DRAW)"); | |
| 62 shouldGenerateGLError(context, context.NO_ERROR, "context.bufferData(context.ARR
AY_BUFFER, 16, context.STATIC_DRAW)"); | |
| 63 shouldGenerateGLError(context, context.NO_ERROR, "context.bufferData(context.ARR
AY_BUFFER, 16, context.DYNAMIC_DRAW)"); | |
| 64 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['STREAM_READ'])"); | |
| 65 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['STREAM_COPY'])"); | |
| 66 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['STATIC_READ'])"); | |
| 67 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['STATIC_COPY'])"); | |
| 68 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['DYNAMIC_READ'])"); | |
| 69 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['DYNAMIC_COPY'])"); | |
| 70 | |
| 71 debug(""); | |
| 72 debug("Test {copy}Tex{Sub}Image2D with negative offset/width/height"); | |
| 73 var tex = context.createTexture(); | |
| 74 var pixels = new Uint8Array(2 * 2 * 4); | |
| 75 shouldGenerateGLError(context, context.NO_ERROR, "context.bindTexture(context.TE
XTURE_2D, tex)"); | |
| 76 shouldGenerateGLError(context, context.INVALID_VALUE, "context.texImage2D(contex
t.TEXTURE_2D, 0, context.RGBA, -16, -16, 0, context.RGBA, context.UNSIGNED_BYTE,
null)"); | |
| 77 shouldGenerateGLError(context, context.NO_ERROR, "context.texImage2D(context.TEX
TURE_2D, 0, context.RGBA, 16, 16, 0, context.RGBA, context.UNSIGNED_BYTE, null)"
); | |
| 78 shouldGenerateGLError(context, context.INVALID_VALUE, "context.texSubImage2D(con
text.TEXTURE_2D, 0, -1, -1, 2, 2, context.RGBA, context.UNSIGNED_BYTE, pixels)")
; | |
| 79 shouldGenerateGLError(context, context.INVALID_VALUE, "context.texSubImage2D(con
text.TEXTURE_2D, 0, 0, 0, -1, -1, context.RGBA, context.UNSIGNED_BYTE, pixels)")
; | |
| 80 shouldGenerateGLError(context, context.NO_ERROR, "context.texSubImage2D(context.
TEXTURE_2D, 0, 0, 0, 2, 2, context.RGBA, context.UNSIGNED_BYTE, pixels)"); | |
| 81 shouldGenerateGLError(context, context.INVALID_VALUE, "context.copyTexImage2D(co
ntext.TEXTURE_2D, 0, context.RGBA, 0, 0, -1, -1, 0)"); | |
| 82 shouldGenerateGLError(context, context.NO_ERROR, "context.copyTexImage2D(context
.TEXTURE_2D, 0, context.RGBA, 0, 0, 16, 16, 0)"); | |
| 83 shouldGenerateGLError(context, context.INVALID_VALUE, "context.copyTexSubImage2D
(context.TEXTURE_2D, 0, -1, -1, 0, 0, 2, 2)"); | |
| 84 shouldGenerateGLError(context, context.INVALID_VALUE, "context.copyTexSubImage2D
(context.TEXTURE_2D, 0, 0, 0, 0, 0, -1, -1)"); | |
| 85 shouldGenerateGLError(context, context.NO_ERROR, "context.copyTexSubImage2D(cont
ext.TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2)"); | |
| 86 | |
| 87 debug(""); | |
| 88 debug("Test renderbufferStorage() with negative width/height"); | |
| 89 var renderbuffer = context.createRenderbuffer(); | |
| 90 shouldGenerateGLError(context, context.NO_ERROR, "context.bindRenderbuffer(conte
xt.RENDERBUFFER, renderbuffer)"); | |
| 91 shouldGenerateGLError(context, context.INVALID_VALUE, "context.renderbufferStora
ge(context.RENDERBUFFER, context.RGBA4, -2, -2)"); | |
| 92 shouldGenerateGLError(context, context.NO_ERROR, "context.renderbufferStorage(co
ntext.RENDERBUFFER, context.RGBA4, 16, 16)"); | |
| 93 | |
| 94 debug(""); | |
| 95 debug("Test scissor() with negative width/height"); | |
| 96 shouldGenerateGLError(context, context.INVALID_VALUE, "context.scissor(0, 0, -2,
-2)"); | |
| 97 shouldGenerateGLError(context, context.NO_ERROR, "context.scissor(0, 0, 16, 16)"
); | |
| 98 | |
| 99 debug(""); | |
| 100 debug("Test viewport() with negative width/height"); | |
| 101 shouldGenerateGLError(context, context.INVALID_VALUE, "context.viewport(0, 0, -2
, -2)"); | |
| 102 shouldGenerateGLError(context, context.NO_ERROR, "context.viewport(0, 0, 16, 16)
"); | |
| 103 | |
| 104 debug(""); | |
| 105 debug("Set up a program to test invalid characters"); | |
| 106 var invalidSet = ['"', '$', '`', '@', '\\', "'"]; | |
| 107 var validUniformName = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_123
4567890"; | |
| 108 var validAttribName = "abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234
567890"; | |
| 109 function generateShaderSource(opt_invalidIdentifierChar, opt_invalidCommentChar)
{ | |
| 110 var invalidIdentifierString = ""; | |
| 111 var invalidCommentString = ""; | |
| 112 if (opt_invalidIdentifierChar != undefined) { | |
| 113 invalidIdentifierString += opt_invalidIdentifierChar; | |
| 114 } | |
| 115 if (opt_invalidCommentChar != undefined) { | |
| 116 invalidCommentString += opt_invalidCommentChar; | |
| 117 } | |
| 118 return "uniform float " + validUniformName + invalidIdentifierString + ";\n" | |
| 119 + "varying float " + validAttribName + ";\n" | |
| 120 + "void main() {\n" | |
| 121 + validAttribName + " = " + validUniformName + ";\n" | |
| 122 + "gl_Position = vec4(0.0, 0.0, 0.0, 1.0); }\n"; | |
| 123 + "//.+-/*%<>[](){}^|&~=!:;,?# " + invalidCommentStrin
g; | |
| 124 } | |
| 125 var vShader = context.createShader(context.VERTEX_SHADER); | |
| 126 context.shaderSource(vShader, generateShaderSource()); | |
| 127 context.compileShader(vShader); | |
| 128 shouldBe("context.getError()", "context.NO_ERROR"); | |
| 129 var fShader = context.createShader(context.FRAGMENT_SHADER); | |
| 130 context.shaderSource(fShader, "precision mediump float;\n" | |
| 131 + "varying float " + validAttribName + ";\n" | |
| 132 + "void main() {\n" | |
| 133 + "gl_FragColor = vec4(" + validAttribName + ", 0.
0, 0.0, 1.0); }"); | |
| 134 context.compileShader(fShader); | |
| 135 shouldBe("context.getError()", "context.NO_ERROR"); | |
| 136 var program = context.createProgram(); | |
| 137 context.attachShader(program, vShader); | |
| 138 context.attachShader(program, fShader); | |
| 139 context.linkProgram(program); | |
| 140 shouldBeTrue("context.getProgramParameter(program, context.LINK_STATUS)"); | |
| 141 shouldBe("context.getError()", "context.NO_ERROR"); | |
| 142 context.bindAttribLocation(program, 1, validAttribName); | |
| 143 shouldBe("context.getError()", "context.NO_ERROR"); | |
| 144 context.getAttribLocation(program, validAttribName); | |
| 145 shouldBe("context.getError()", "context.NO_ERROR"); | |
| 146 context.getUniformLocation(program, validUniformName); | |
| 147 shouldBe("context.getError()", "context.NO_ERROR"); | |
| 148 | |
| 149 debug(""); | |
| 150 debug("Test shaderSource() with invalid characters"); | |
| 151 for (var i = 0; i < invalidSet.length; ++i) { | |
| 152 var validShaderSource = generateShaderSource(undefined, invalidSet[i]); | |
| 153 context.shaderSource(vShader, validShaderSource); | |
| 154 shouldBe("context.getError()", "context.NO_ERROR"); | |
| 155 var invalidShaderSource = generateShaderSource(invalidSet[i], undefined); | |
| 156 context.shaderSource(vShader, invalidShaderSource); | |
| 157 shouldBe("context.getError()", "context.INVALID_VALUE"); | |
| 158 } | |
| 159 | |
| 160 debug(""); | |
| 161 debug("Test bindAttribLocation() with invalid characters"); | |
| 162 for (var i = 0; i < invalidSet.length; ++i) { | |
| 163 var invalidName = validAttribName + invalidSet[i]; | |
| 164 context.bindAttribLocation(program, 1, invalidName); | |
| 165 shouldBe("context.getError()", "context.INVALID_VALUE"); | |
| 166 } | |
| 167 | |
| 168 debug(""); | |
| 169 debug("Test getAttribLocation() with invalid characters"); | |
| 170 for (var i = 0; i < invalidSet.length; ++i) { | |
| 171 var invalidName = validAttribName + invalidSet[i]; | |
| 172 context.getAttribLocation(program, invalidName); | |
| 173 shouldBe("context.getError()", "context.INVALID_VALUE"); | |
| 174 } | |
| 175 | |
| 176 debug(""); | |
| 177 debug("Test getUniformLocation() with invalid characters"); | |
| 178 for (var i = 0; i < invalidSet.length; ++i) { | |
| 179 var invalidName = validUniformName + invalidSet[i]; | |
| 180 context.getUniformLocation(program, invalidName); | |
| 181 shouldBe("context.getError()", "context.INVALID_VALUE"); | |
| 182 } | |
| 183 | |
| 184 debug("") | |
| 185 successfullyParsed = true; | |
| 186 </script> | |
| 187 | |
| 188 <script src="../resources/js-test-post.js"></script> | |
| 189 </body> | |
| 190 </html> | |
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