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1 <!-- | |
2 Copyright (C) 2009 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 <html> | |
26 <head> | |
27 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
28 <script src="../resources/js-test-pre.js"></script> | |
29 <script src="resources/webgl-test.js"></script> | |
30 <script src="../resources/desktop-gl-constants.js"></script> | |
31 </head> | |
32 <body> | |
33 <div id="description"></div> | |
34 <div id="console"></div> | |
35 | |
36 <script> | |
37 description("Test for invalid passed parameters"); | |
38 | |
39 var context = create3DContext(); | |
40 | |
41 debug(""); | |
42 debug("Test createShader()"); | |
43 shouldGenerateGLError(context, context.NO_ERROR, "context.createShader(context.F
RAGMENT_SHADER)"); | |
44 shouldGenerateGLError(context, context.NO_ERROR, "context.createShader(context.V
ERTEX_SHADER)"); | |
45 shouldGenerateGLError(context, context.INVALID_ENUM, "context.createShader(0)"); | |
46 shouldGenerateGLError(context, context.INVALID_ENUM, "context.createShader(conte
xt.TRIANGLES)"); | |
47 | |
48 debug(""); | |
49 debug("Test clear()"); | |
50 shouldGenerateGLError(context, context.INVALID_VALUE, "context.clear(desktopGL['
ACCUM_BUFFER_BIT'])"); | |
51 shouldGenerateGLError(context, context.INVALID_VALUE, "context.clear(desktopGL['
ACCUM_BUFFER_BIT'] | context.COLOR_BUFFER_BIT)"); | |
52 shouldGenerateGLError(context, context.INVALID_VALUE, "context.clear(desktopGL['
ACCUM_BUFFER_BIT'] | context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT | conte
xt.STENCIL_BUFFER_BIT)"); | |
53 shouldGenerateGLError(context, context.NO_ERROR, "context.clear(context.COLOR_BU
FFER_BIT | context.DEPTH_BUFFER_BIT | context.STENCIL_BUFFER_BIT)"); | |
54 | |
55 debug(""); | |
56 debug("Test bufferData()"); | |
57 var buffer = context.createBuffer(); | |
58 shouldGenerateGLError(context, context.NO_ERROR, "context.bindBuffer(context.ARR
AY_BUFFER, buffer)"); | |
59 shouldGenerateGLError(context, context.NO_ERROR, "context.bufferData(context.ARR
AY_BUFFER, 16, context.STREAM_DRAW)"); | |
60 shouldGenerateGLError(context, context.NO_ERROR, "context.bufferData(context.ARR
AY_BUFFER, 16, context.STATIC_DRAW)"); | |
61 shouldGenerateGLError(context, context.NO_ERROR, "context.bufferData(context.ARR
AY_BUFFER, 16, context.DYNAMIC_DRAW)"); | |
62 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['STREAM_READ'])"); | |
63 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['STREAM_COPY'])"); | |
64 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['STATIC_READ'])"); | |
65 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['STATIC_COPY'])"); | |
66 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['DYNAMIC_READ'])"); | |
67 shouldGenerateGLError(context, context.INVALID_ENUM, "context.bufferData(context
.ARRAY_BUFFER, 16, desktopGL['DYNAMIC_COPY'])"); | |
68 | |
69 debug(""); | |
70 debug("Test {copy}Tex{Sub}Image2D with negative offset/width/height"); | |
71 var tex = context.createTexture(); | |
72 var pixels = new Uint8Array(2 * 2 * 4); | |
73 shouldGenerateGLError(context, context.NO_ERROR, "context.bindTexture(context.TE
XTURE_2D, tex)"); | |
74 shouldGenerateGLError(context, context.INVALID_VALUE, "context.texImage2D(contex
t.TEXTURE_2D, 0, context.RGBA, -16, -16, 0, context.RGBA, context.UNSIGNED_BYTE,
null)"); | |
75 shouldGenerateGLError(context, context.NO_ERROR, "context.texImage2D(context.TEX
TURE_2D, 0, context.RGBA, 16, 16, 0, context.RGBA, context.UNSIGNED_BYTE, null)"
); | |
76 shouldGenerateGLError(context, context.INVALID_VALUE, "context.texSubImage2D(con
text.TEXTURE_2D, 0, -1, -1, 2, 2, context.RGBA, context.UNSIGNED_BYTE, pixels)")
; | |
77 shouldGenerateGLError(context, context.INVALID_VALUE, "context.texSubImage2D(con
text.TEXTURE_2D, 0, 0, 0, -1, -1, context.RGBA, context.UNSIGNED_BYTE, pixels)")
; | |
78 shouldGenerateGLError(context, context.NO_ERROR, "context.texSubImage2D(context.
TEXTURE_2D, 0, 0, 0, 2, 2, context.RGBA, context.UNSIGNED_BYTE, pixels)"); | |
79 shouldGenerateGLError(context, context.INVALID_VALUE, "context.copyTexImage2D(co
ntext.TEXTURE_2D, 0, context.RGBA, 0, 0, -1, -1, 0)"); | |
80 shouldGenerateGLError(context, context.NO_ERROR, "context.copyTexImage2D(context
.TEXTURE_2D, 0, context.RGBA, 0, 0, 16, 16, 0)"); | |
81 shouldGenerateGLError(context, context.INVALID_VALUE, "context.copyTexSubImage2D
(context.TEXTURE_2D, 0, -1, -1, 0, 0, 2, 2)"); | |
82 shouldGenerateGLError(context, context.INVALID_VALUE, "context.copyTexSubImage2D
(context.TEXTURE_2D, 0, 0, 0, 0, 0, -1, -1)"); | |
83 shouldGenerateGLError(context, context.NO_ERROR, "context.copyTexSubImage2D(cont
ext.TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2)"); | |
84 | |
85 debug(""); | |
86 debug("Test renderbufferStorage() with negative width/height"); | |
87 var renderbuffer = context.createRenderbuffer(); | |
88 shouldGenerateGLError(context, context.NO_ERROR, "context.bindRenderbuffer(conte
xt.RENDERBUFFER, renderbuffer)"); | |
89 shouldGenerateGLError(context, context.INVALID_VALUE, "context.renderbufferStora
ge(context.RENDERBUFFER, context.RGBA4, -2, -2)"); | |
90 shouldGenerateGLError(context, context.NO_ERROR, "context.renderbufferStorage(co
ntext.RENDERBUFFER, context.RGBA4, 16, 16)"); | |
91 | |
92 debug(""); | |
93 debug("Test scissor() with negative width/height"); | |
94 shouldGenerateGLError(context, context.INVALID_VALUE, "context.scissor(0, 0, -2,
-2)"); | |
95 shouldGenerateGLError(context, context.NO_ERROR, "context.scissor(0, 0, 16, 16)"
); | |
96 | |
97 debug(""); | |
98 debug("Test viewport() with negative width/height"); | |
99 shouldGenerateGLError(context, context.INVALID_VALUE, "context.viewport(0, 0, -2
, -2)"); | |
100 shouldGenerateGLError(context, context.NO_ERROR, "context.viewport(0, 0, 16, 16)
"); | |
101 | |
102 debug(""); | |
103 debug("Set up a program to test invalid characters"); | |
104 var invalidSet = ['"', '$', '`', '@', '\\', "'"]; | |
105 var validUniformName = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_123
4567890"; | |
106 var validAttribName = "abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234
567890"; | |
107 function generateShaderSource(opt_invalidIdentifierChar, opt_invalidCommentChar)
{ | |
108 var invalidIdentifierString = ""; | |
109 var invalidCommentString = ""; | |
110 if (opt_invalidIdentifierChar != undefined) { | |
111 invalidIdentifierString += opt_invalidIdentifierChar; | |
112 } | |
113 if (opt_invalidCommentChar != undefined) { | |
114 invalidCommentString += opt_invalidCommentChar; | |
115 } | |
116 return "uniform float " + validUniformName + invalidIdentifierString + ";\n" | |
117 + "varying float " + validAttribName + ";\n" | |
118 + "void main() {\n" | |
119 + validAttribName + " = " + validUniformName + ";\n" | |
120 + "gl_Position = vec4(0.0, 0.0, 0.0, 1.0); }\n"; | |
121 + "//.+-/*%<>[](){}^|&~=!:;,?# " + invalidCommentStrin
g; | |
122 } | |
123 var vShader = context.createShader(context.VERTEX_SHADER); | |
124 context.shaderSource(vShader, generateShaderSource()); | |
125 context.compileShader(vShader); | |
126 shouldBe("context.getError()", "context.NO_ERROR"); | |
127 var fShader = context.createShader(context.FRAGMENT_SHADER); | |
128 context.shaderSource(fShader, "precision highp float;\n" | |
129 + "varying float " + validAttribName + ";\n" | |
130 + "void main() {\n" | |
131 + "gl_FragColor = vec4(" + validAttribName + ", 0.
0, 0.0, 1.0); }"); | |
132 context.compileShader(fShader); | |
133 shouldBe("context.getError()", "context.NO_ERROR"); | |
134 var program = context.createProgram(); | |
135 context.attachShader(program, vShader); | |
136 context.attachShader(program, fShader); | |
137 context.linkProgram(program); | |
138 shouldBeTrue("context.getProgramParameter(program, context.LINK_STATUS)"); | |
139 shouldBe("context.getError()", "context.NO_ERROR"); | |
140 context.bindAttribLocation(program, 1, validAttribName); | |
141 shouldBe("context.getError()", "context.NO_ERROR"); | |
142 context.getAttribLocation(program, validAttribName); | |
143 shouldBe("context.getError()", "context.NO_ERROR"); | |
144 context.getUniformLocation(program, validUniformName); | |
145 shouldBe("context.getError()", "context.NO_ERROR"); | |
146 | |
147 debug(""); | |
148 debug("Test shaderSource() with invalid characters"); | |
149 for (var i = 0; i < invalidSet.length; ++i) { | |
150 var validShaderSource = generateShaderSource(undefined, invalidSet[i]); | |
151 context.shaderSource(vShader, validShaderSource); | |
152 shouldBe("context.getError()", "context.NO_ERROR"); | |
153 var invalidShaderSource = generateShaderSource(invalidSet[i], undefined); | |
154 context.shaderSource(vShader, invalidShaderSource); | |
155 shouldBe("context.getError()", "context.INVALID_VALUE"); | |
156 } | |
157 | |
158 debug(""); | |
159 debug("Test bindAttribLocation() with invalid characters"); | |
160 for (var i = 0; i < invalidSet.length; ++i) { | |
161 var invalidName = validAttribName + invalidSet[i]; | |
162 context.bindAttribLocation(program, 1, invalidName); | |
163 shouldBe("context.getError()", "context.INVALID_VALUE"); | |
164 } | |
165 | |
166 debug(""); | |
167 debug("Test getAttribLocation() with invalid characters"); | |
168 for (var i = 0; i < invalidSet.length; ++i) { | |
169 var invalidName = validAttribName + invalidSet[i]; | |
170 context.getAttribLocation(program, invalidName); | |
171 shouldBe("context.getError()", "context.INVALID_VALUE"); | |
172 } | |
173 | |
174 debug(""); | |
175 debug("Test getUniformLocation() with invalid characters"); | |
176 for (var i = 0; i < invalidSet.length; ++i) { | |
177 var invalidName = validUniformName + invalidSet[i]; | |
178 context.getUniformLocation(program, invalidName); | |
179 shouldBe("context.getError()", "context.INVALID_VALUE"); | |
180 } | |
181 | |
182 debug("") | |
183 successfullyParsed = true; | |
184 </script> | |
185 | |
186 <script src="../resources/js-test-post.js"></script> | |
187 </body> | |
188 </html> | |
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