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Unified Diff: third_party/webgl/conformance-suites/1.0.0/conformance/more/conformance/quickCheckAPI.js

Issue 9360034: Remove everthing except conformance tests in the deps/third_party/webgl (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
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Index: third_party/webgl/conformance-suites/1.0.0/conformance/more/conformance/quickCheckAPI.js
===================================================================
--- third_party/webgl/conformance-suites/1.0.0/conformance/more/conformance/quickCheckAPI.js (revision 121077)
+++ third_party/webgl/conformance-suites/1.0.0/conformance/more/conformance/quickCheckAPI.js (working copy)
@@ -1,1191 +0,0 @@
-/*
- QuickCheck tests for WebGL:
-
- 1. Write a valid arg generator for each function
- 1.1. Write valid arg predicates to use with random generator:
- if value passes generator, accept it as valid.
- 1.2. Often needs initializing and cleanup:
- setup - generate - cleanup
- gl.createBuffer - test(bindBufferGenerator) - gl.deleteBuffer
-
- 2. Write an invalid arg generator
- 2.1. Take valid args, modify an arg until the args no longer pass
- checkArgValidity.
- 2.2. Repeat for all args.
-
- 3. Test functions using the generators
- 3.1. Args generated with the valid arg generator should pass
- assertOk(f(args))
- 3.2. Args generated with the invalid arg generator should pass
- assertFail(f(args))
-*/
-var GLcanvas = document.createElement('canvas');
-var canvas2D = document.createElement('canvas');
-GLcanvas.width = GLcanvas.height = 256;
-GL = GLcanvas.getContext(GL_CONTEXT_ID);
-Array.from = function(o) {
- var a = [];
- for (var i=0; i<o.length; i++)
- a.push(o[i]);
- return a;
-}
-Array.prototype.has = function(v) { return this.indexOf(v) != -1; }
-Array.prototype.random = function() { return this[randomInt(this.length)]; }
-
-castToInt = function(o) {
- if (typeof o == 'number')
- return isNaN(o) ? 0 : Math.floor(o);
- if (o == true) return 1;
- return 0;
-};
-
-// Creates a constant checker / generator from its arguments.
-//
-// E.g. if you want a constant checker for the constants 1, 2, and 3, you
-// would do the following:
-//
-// var cc = constCheck(1,2,3);
-// var randomConst = cc.random();
-// if (cc.has(randomConst))
-// console.log("randomConst is included in cc's constants");
-//
-constCheck = function() {
- var a = Array.from(arguments);
- a.has = function(v) { return this.indexOf(castToInt(v)) != -1; };
- return a;
-}
-
-bindTextureTarget = constCheck(GL.TEXTURE_2D, GL.TEXTURE_CUBE_MAP);
-blendEquationMode = constCheck(GL.FUNC_ADD, GL.FUNC_SUBTRACT, GL.FUNC_REVERSE_SUBTRACT);
-blendFuncSfactor = constCheck(
- GL.ZERO, GL.ONE, GL.SRC_COLOR, GL.ONE_MINUS_SRC_COLOR, GL.DST_COLOR,
- GL.ONE_MINUS_DST_COLOR, GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA, GL.DST_ALPHA,
- GL.ONE_MINUS_DST_ALPHA, GL.CONSTANT_COLOR, GL.ONE_MINUS_CONSTANT_COLOR,
- GL.CONSTANT_ALPHA, GL.ONE_MINUS_CONSTANT_ALPHA, GL.SRC_ALPHA_SATURATE
-);
-blendFuncDfactor = constCheck(
- GL.ZERO, GL.ONE, GL.SRC_COLOR, GL.ONE_MINUS_SRC_COLOR, GL.DST_COLOR,
- GL.ONE_MINUS_DST_COLOR, GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA, GL.DST_ALPHA,
- GL.ONE_MINUS_DST_ALPHA, GL.CONSTANT_COLOR, GL.ONE_MINUS_CONSTANT_COLOR,
- GL.CONSTANT_ALPHA, GL.ONE_MINUS_CONSTANT_ALPHA
-);
-bufferTarget = constCheck(GL.ARRAY_BUFFER, GL.ELEMENT_ARRAY_BUFFER);
-bufferMode = constCheck(GL.STREAM_DRAW, GL.STATIC_DRAW, GL.DYNAMIC_DRAW);
-clearMask = constCheck(
- GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT | GL.STENCIL_BUFFER_BIT,
- GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT,
- GL.COLOR_BUFFER_BIT | GL.STENCIL_BUFFER_BIT,
- GL.DEPTH_BUFFER_BIT | GL.STENCIL_BUFFER_BIT,
- GL.COLOR_BUFFER_BIT, GL.DEPTH_BUFFER_BIT, GL.STENCIL_BUFFER_BIT, 0
-);
-cullFace = constCheck(GL.FRONT, GL.BACK, GL.FRONT_AND_BACK);
-depthFuncFunc = constCheck(
- GL.NEVER, GL.LESS, GL.EQUAL, GL.LEQUAL, GL.GREATER, GL.NOTEQUAL,
- GL.GEQUAL, GL.ALWAYS
-);
-stencilFuncFunc = depthFuncFunc;
-enableCap = constCheck(
- GL.BLEND, GL.CULL_FACE, GL.DEPTH_TEST, GL.DITHER, GL.POLYGON_OFFSET_FILL,
- GL.SAMPLE_ALPHA_TO_COVERAGE, GL.SAMPLE_COVERAGE, GL.SCISSOR_TEST,
- GL.STENCIL_TEST
-);
-frontFaceMode = constCheck(GL.CCW, GL.CW);
-getParameterPname = constCheck(
- GL.ACTIVE_TEXTURE || "GL.ACTIVE_TEXTURE",
- GL.ALIASED_LINE_WIDTH_RANGE || "GL.ALIASED_LINE_WIDTH_RANGE",
- GL.ALIASED_POINT_SIZE_RANGE || "GL.ALIASED_POINT_SIZE_RANGE",
- GL.ALPHA_BITS || "GL.ALPHA_BITS",
- GL.ARRAY_BUFFER_BINDING || "GL.ARRAY_BUFFER_BINDING",
- GL.BLEND || "GL.BLEND",
- GL.BLEND_COLOR || "GL.BLEND_COLOR",
- GL.BLEND_DST_ALPHA || "GL.BLEND_DST_ALPHA",
- GL.BLEND_DST_RGB || "GL.BLEND_DST_RGB",
- GL.BLEND_EQUATION_ALPHA || "GL.BLEND_EQUATION_ALPHA",
- GL.BLEND_EQUATION_RGB || "GL.BLEND_EQUATION_RGB",
- GL.BLEND_SRC_ALPHA || "GL.BLEND_SRC_ALPHA",
- GL.BLEND_SRC_RGB || "GL.BLEND_SRC_RGB",
- GL.BLUE_BITS || "GL.BLUE_BITS",
- GL.COLOR_CLEAR_VALUE || "GL.COLOR_CLEAR_VALUE",
- GL.COLOR_WRITEMASK || "GL.COLOR_WRITEMASK",
- GL.COMPRESSED_TEXTURE_FORMATS || "GL.COMPRESSED_TEXTURE_FORMATS",
- GL.CULL_FACE || "GL.CULL_FACE",
- GL.CULL_FACE_MODE || "GL.CULL_FACE_MODE",
- GL.CURRENT_PROGRAM || "GL.CURRENT_PROGRAM",
- GL.DEPTH_BITS || "GL.DEPTH_BITS",
- GL.DEPTH_CLEAR_VALUE || "GL.DEPTH_CLEAR_VALUE",
- GL.DEPTH_FUNC || "GL.DEPTH_FUNC",
- GL.DEPTH_RANGE || "GL.DEPTH_RANGE",
- GL.DEPTH_TEST || "GL.DEPTH_TEST",
- GL.DEPTH_WRITEMASK || "GL.DEPTH_WRITEMASK",
- GL.DITHER || "GL.DITHER",
- GL.ELEMENT_ARRAY_BUFFER_BINDING || "GL.ELEMENT_ARRAY_BUFFER_BINDING",
- GL.FRAMEBUFFER_BINDING || "GL.FRAMEBUFFER_BINDING",
- GL.FRONT_FACE || "GL.FRONT_FACE",
- GL.GENERATE_MIPMAP_HINT || "GL.GENERATE_MIPMAP_HINT",
- GL.GREEN_BITS || "GL.GREEN_BITS",
- GL.LINE_WIDTH || "GL.LINE_WIDTH",
- GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS || "GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS",
- GL.MAX_CUBE_MAP_TEXTURE_SIZE || "GL.MAX_CUBE_MAP_TEXTURE_SIZE",
- GL.MAX_FRAGMENT_UNIFORM_VECTORS || "GL.MAX_FRAGMENT_UNIFORM_VECTORS",
- GL.MAX_RENDERBUFFER_SIZE || "GL.MAX_RENDERBUFFER_SIZE",
- GL.MAX_TEXTURE_IMAGE_UNITS || "GL.MAX_TEXTURE_IMAGE_UNITS",
- GL.MAX_TEXTURE_SIZE || "GL.MAX_TEXTURE_SIZE",
- GL.MAX_VARYING_VECTORS || "GL.MAX_VARYING_VECTORS",
- GL.MAX_VERTEX_ATTRIBS || "GL.MAX_VERTEX_ATTRIBS",
- GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS || "GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS",
- GL.MAX_VERTEX_UNIFORM_VECTORS || "GL.MAX_VERTEX_UNIFORM_VECTORS",
- GL.MAX_VIEWPORT_DIMS || "GL.MAX_VIEWPORT_DIMS",
- GL.NUM_COMPRESSED_TEXTURE_FORMATS || "GL.NUM_COMPRESSED_TEXTURE_FORMATS",
- GL.PACK_ALIGNMENT || "GL.PACK_ALIGNMENT",
- GL.POLYGON_OFFSET_FACTOR || "GL.POLYGON_OFFSET_FACTOR",
- GL.POLYGON_OFFSET_FILL || "GL.POLYGON_OFFSET_FILL",
- GL.POLYGON_OFFSET_UNITS || "GL.POLYGON_OFFSET_UNITS",
- GL.RED_BITS || "GL.RED_BITS",
- GL.RENDERBUFFER_BINDING || "GL.RENDERBUFFER_BINDING",
- GL.SAMPLE_BUFFERS || "GL.SAMPLE_BUFFERS",
- GL.SAMPLE_COVERAGE_INVERT || "GL.SAMPLE_COVERAGE_INVERT",
- GL.SAMPLE_COVERAGE_VALUE || "GL.SAMPLE_COVERAGE_VALUE",
- GL.SAMPLES || "GL.SAMPLES",
- GL.SCISSOR_BOX || "GL.SCISSOR_BOX",
- GL.SCISSOR_TEST || "GL.SCISSOR_TEST",
- GL.STENCIL_BACK_FAIL || "GL.STENCIL_BACK_FAIL",
- GL.STENCIL_BACK_FUNC || "GL.STENCIL_BACK_FUNC",
- GL.STENCIL_BACK_PASS_DEPTH_FAIL || "GL.STENCIL_BACK_PASS_DEPTH_FAIL",
- GL.STENCIL_BACK_PASS_DEPTH_PASS || "GL.STENCIL_BACK_PASS_DEPTH_PASS",
- GL.STENCIL_BACK_REF || "GL.STENCIL_BACK_REF",
- GL.STENCIL_BACK_VALUE_MASK || "GL.STENCIL_BACK_VALUE_MASK",
- GL.STENCIL_BACK_WRITEMASK || "GL.STENCIL_BACK_WRITEMASK",
- GL.STENCIL_BITS || "GL.STENCIL_BITS",
- GL.STENCIL_CLEAR_VALUE || "GL.STENCIL_CLEAR_VALUE",
- GL.STENCIL_FAIL || "GL.STENCIL_FAIL",
- GL.STENCIL_FUNC || "GL.STENCIL_FUNC",
- GL.STENCIL_PASS_DEPTH_FAIL || "GL.STENCIL_PASS_DEPTH_FAIL",
- GL.STENCIL_PASS_DEPTH_PASS || "GL.STENCIL_PASS_DEPTH_PASS",
- GL.STENCIL_REF || "GL.STENCIL_REF",
- GL.STENCIL_TEST || "GL.STENCIL_TEST",
- GL.STENCIL_VALUE_MASK || "GL.STENCIL_VALUE_MASK",
- GL.STENCIL_WRITEMASK || "GL.STENCIL_WRITEMASK",
- GL.SUBPIXEL_BITS || "GL.SUBPIXEL_BITS",
- GL.TEXTURE_BINDING_2D || "GL.TEXTURE_BINDING_2D",
- GL.TEXTURE_BINDING_CUBE_MAP || "GL.TEXTURE_BINDING_CUBE_MAP",
- GL.UNPACK_ALIGNMENT || "GL.UNPACK_ALIGNMENT",
- GL.VIEWPORT || "GL.VIEWPORT"
-);
-mipmapHint = constCheck(GL.FASTEST, GL.NICEST, GL.DONT_CARE);
-pixelStoreiPname = constCheck(GL.PACK_ALIGNMENT, GL.UNPACK_ALIGNMENT);
-pixelStoreiParam = constCheck(1,2,4,8);
-shaderType = constCheck(GL.VERTEX_SHADER, GL.FRAGMENT_SHADER);
-stencilOp = constCheck(GL.KEEP, GL.ZERO, GL.REPLACE, GL.INCR, GL.INCR_WRAP,
- GL.DECR, GL.DECR_WRAP, GL.INVERT);
-texImageTarget = constCheck(
- GL.TEXTURE_2D,
- GL.TEXTURE_CUBE_MAP_POSITIVE_X,
- GL.TEXTURE_CUBE_MAP_NEGATIVE_X,
- GL.TEXTURE_CUBE_MAP_POSITIVE_Y,
- GL.TEXTURE_CUBE_MAP_NEGATIVE_Y,
- GL.TEXTURE_CUBE_MAP_POSITIVE_Z,
- GL.TEXTURE_CUBE_MAP_NEGATIVE_Z
-);
-texImageInternalFormat = constCheck(
- GL.ALPHA,
- GL.LUMINANCE,
- GL.LUMINANCE_ALPHA,
- GL.RGB,
- GL.RGBA
-);
-texImageFormat = constCheck(
- GL.ALPHA,
- GL.LUMINANCE,
- GL.LUMINANCE_ALPHA,
- GL.RGB,
- GL.RGBA
-);
-texImageType = constCheck(GL.UNSIGNED_BYTE);
-texParameterPname = constCheck(
- GL.TEXTURE_MIN_FILTER, GL.TEXTURE_MAG_FILTER,
- GL.TEXTURE_WRAP_S, GL.TEXTURE_WRAP_T);
-texParameterParam = {};
-texParameterParam[GL.TEXTURE_MIN_FILTER] = constCheck(
- GL.NEAREST, GL.LINEAR, GL.NEAREST_MIPMAP_NEAREST, GL.LINEAR_MIPMAP_NEAREST,
- GL.NEAREST_MIPMAP_LINEAR, GL.LINEAR_MIPMAP_LINEAR);
-texParameterParam[GL.TEXTURE_MAG_FILTER] = constCheck(GL.NEAREST, GL.LINEAR);
-texParameterParam[GL.TEXTURE_WRAP_S] = constCheck(
- GL.CLAMP_TO_EDGE, GL.MIRRORED_REPEAT, GL.REPEAT);
-texParameterParam[GL.TEXTURE_WRAP_T] = texParameterParam[GL.TEXTURE_WRAP_S];
-textureUnit = constCheck.apply(this, (function(){
- var textureUnits = [];
- var texUnits = GL.getParameter(GL.MAX_TEXTURE_IMAGE_UNITS);
- for (var i=0; i<texUnits; i++) textureUnits.push(GL['TEXTURE'+i]);
- return textureUnits;
-})());
-
-var StencilBits = GL.getParameter(GL.STENCIL_BITS);
-var MaxStencilValue = 1 << StencilBits;
-
-var MaxVertexAttribs = GL.getParameter(GL.MAX_VERTEX_ATTRIBS);
-var LineWidthRange = GL.getParameter(GL.ALIASED_LINE_WIDTH_RANGE);
-
-// Returns true if bufData can be passed to GL.bufferData
-isBufferData = function(bufData) {
- if (typeof bufData == 'number')
- return bufData >= 0;
- if (bufData instanceof ArrayBuffer)
- return true;
- return WebGLArrayTypes.some(function(t) {
- return bufData instanceof t;
- });
-};
-
-isVertexAttribute = function(idx) {
- if (typeof idx != 'number') return false;
- return idx >= 0 && idx < MaxVertexAttribs;
-};
-
-isValidName = function(name) {
- if (typeof name != 'string') return false;
- for (var i=0; i<name.length; i++) {
- var c = name.charCodeAt(i);
- if (c & 0x00FF == 0 || c & 0xFF00 == 0) {
- return false;
- }
- }
- return true;
-};
-
-WebGLArrayTypes = [
- Float32Array,
- Int32Array,
- Int16Array,
- Int8Array,
- Uint32Array,
- Uint16Array,
- Uint8Array
-];
-webGLArrayContentGenerators = [randomLength, randomSmallIntArray];
-randomWebGLArray = function() {
- var t = WebGLArrayTypes.random();
- return new t(webGLArrayContentGenerators.random()());
-};
-
-randomArrayBuffer = function(buflen) {
- if (buflen == null) buflen = 256;
- var len = randomInt(buflen)+1;
- var rv;
- try {
- rv = new ArrayBuffer(len);
- } catch(e) {
- log("Error creating ArrayBuffer with length " + len);
- throw(e);
- }
- return rv;
-};
-
-bufferDataGenerators = [randomLength, randomWebGLArray, randomArrayBuffer];
-randomBufferData = function() {
- return bufferDataGenerators.random()();
-};
-
-randomSmallWebGLArray = function(buflen) {
- var t = WebGLArrayTypes.random();
- return new t(randomInt(buflen/4)+1);
-};
-
-bufferSubDataGenerators = [randomSmallWebGLArray, randomArrayBuffer];
-randomBufferSubData = function(buflen) {
- var data = bufferSubDataGenerators.random()(buflen);
- var offset = randomInt(buflen - data.byteLength);
- return {data:data, offset:offset};
-};
-
-randomColor = function() {
- return [Math.random(), Math.random(), Math.random(), Math.random()];
-};
-
-randomName = function() {
- var arr = [];
- var len = randomLength()+1;
- for (var i=0; i<len; i++) {
- var l = randomInt(255)+1;
- var h = randomInt(255)+1;
- var c = (h << 8) | l;
- arr.push(String.fromCharCode(c));
- }
- return arr.join('');
-};
-randomVertexAttribute = function() {
- return randomInt(MaxVertexAttribs);
-};
-
-randomBool = function() { return Math.random() > 0.5; };
-
-randomStencil = function() {
- return randomInt(MaxStencilValue);
-};
-
-randomLineWidth = function() {
- var lo = LineWidthRange[0],
- hi = LineWidthRange[1];
- return randomFloatFromRange(lo, hi);
-};
-
-randomImage = function(w,h) {
- var img;
- var r = Math.random();
- if (r < 0.5) {
- img = document.createElement('canvas');
- img.width = w; img.height = h;
- img.getContext('2d').fillRect(0,0,w,h);
- } else if (r < 0.5) {
- img = document.createElement('video');
- img.width = w; img.height = h;
- } else if (r < 0.75) {
- img = document.createElement('img');
- img.width = w; img.height = h;
- } else {
- img = canvas2D.getContext('2d').createImageData(w,h);
- }
- return img
-};
-
-// 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
-
-// A
-
- activeTexture : {
- generate : function() { return [textureUnit.random()]; },
- checkArgValidity : function(t) { return textureUnit.has(t); },
- teardown : function() { GL.activeTexture(GL.TEXTURE0); }
- },
- attachShader : {
- generate : function() {
- var p = GL.createProgram();
- var sh = GL.createShader(shaderType.random());
- 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.detachShader(p,sh);} catch(e) {}
- try {GL.deleteProgram(p);} catch(e) {}
- try {GL.deleteShader(sh);} catch(e) {}
- }
- },
-
-// B
-
- bindAttribLocation : {
- generate : function() {
- var program = GL.createProgram();
- return [program, randomVertexAttribute(), randomName()];
- },
- checkArgValidity : function(program, index, name) {
- return GL.isProgram(program) && isVertexAttribute(index) && isValidName(name);
- },
- cleanup : function(program, index, name) {
- try { GL.deleteProgram(program); } catch(e) {}
- }
- },
- bindBuffer : {
- generate : function(buf) {
- return [bufferTarget.random(), GL.createBuffer()];
- },
- checkArgValidity : function(target, buf) {
- if (!bufferTarget.has(target))
- return false;
- GL.bindBuffer(target, buf);
- return GL.isBuffer(buf);
- },
- cleanup : function(t, buf, m) {
- GL.deleteBuffer(buf);
- }
- },
- bindFramebuffer : {
- generate : function() {
- return [GL.FRAMEBUFFER, Math.random() > 0.5 ? null : GL.createFramebuffer()];
- },
- checkArgValidity : function(target, fbo) {
- if (target != GL.FRAMEBUFFER)
- return false;
- if (fbo != null)
- GL.bindFramebuffer(target, fbo);
- return (fbo == null || GL.isFramebuffer(fbo));
- },
- cleanup : function(target, fbo) {
- GL.bindFramebuffer(target, null);
- if (fbo)
- GL.deleteFramebuffer(fbo);
- }
- },
- bindRenderbuffer : {
- generate : function() {
- return [GL.RENDERBUFFER, Math.random() > 0.5 ? null : GL.createRenderbuffer()];
- },
- checkArgValidity : function(target, rbo) {
- if (target != GL.RENDERBUFFER)
- return false;
- if (rbo != null)
- GL.bindRenderbuffer(target, rbo);
- return (rbo == null || GL.isRenderbuffer(rbo));
- },
- cleanup : function(target, rbo) {
- GL.bindRenderbuffer(target, null);
- if (rbo)
- GL.deleteRenderbuffer(rbo);
- }
- },
- bindTexture : {
- generate : function() {
- return [bindTextureTarget.random(), Math.random() > 0.5 ? null : GL.createTexture()];
- },
- checkArgValidity : function(target, o) {
- if (!bindTextureTarget.has(target))
- return false;
- if (o != null)
- GL.bindTexture(target, o);
- return (o == null || GL.isTexture(o));
- },
- cleanup : function(target, o) {
- GL.bindTexture(target, null);
- if (o)
- GL.deleteTexture(o);
- }
- },
- blendColor : {
- generate : function() { return randomColor(); },
- teardown : function() { GL.blendColor(0,0,0,0); }
- },
- blendEquation : {
- generate : function() { return [blendEquationMode.random()]; },
- checkArgValidity : function(o) { return blendEquationMode.has(o); },
- teardown : function() { GL.blendEquation(GL.FUNC_ADD); }
- },
- blendEquationSeparate : {
- generate : function() {
- return [blendEquationMode.random(), blendEquationMode.random()];
- },
- checkArgValidity : function(o,p) {
- return blendEquationMode.has(o) && blendEquationMode.has(p);
- },
- teardown : function() { GL.blendEquationSeparate(GL.FUNC_ADD, GL.FUNC_ADD); }
- },
- blendFunc : {
- generate : function() {
- return [blendFuncSfactor.random(), blendFuncDfactor.random()];
- },
- checkArgValidity : function(s,d) {
- return blendFuncSfactor.has(s) && blendFuncDfactor.has(d);
- },
- teardown : function() { GL.blendFunc(GL.ONE, GL.ZERO); }
- },
- blendFuncSeparate : {
- generate : function() {
- return [blendFuncSfactor.random(), blendFuncDfactor.random(),
- blendFuncSfactor.random(), blendFuncDfactor.random()];
- },
- checkArgValidity : function(s,d,as,ad) {
- return blendFuncSfactor.has(s) && blendFuncDfactor.has(d) &&
- blendFuncSfactor.has(as) && blendFuncDfactor.has(ad) ;
- },
- teardown : function() {
- GL.blendFuncSeparate(GL.ONE, GL.ZERO, GL.ONE, GL.ZERO);
- }
- },
- bufferData : {
- setup : function() {
- var buf = GL.createBuffer();
- var ebuf = GL.createBuffer();
- GL.bindBuffer(GL.ARRAY_BUFFER, buf);
- GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, ebuf);
- return [buf, ebuf];
- },
- generate : function(buf, ebuf) {
- return [bufferTarget.random(), randomBufferData(), bufferMode.random()];
- },
- checkArgValidity : function(target, bufData, mode) {
- return bufferTarget.has(target) && isBufferData(bufData) && bufferMode.has(mode);
- },
- teardown : function(buf, ebuf) {
- GL.deleteBuffer(buf);
- GL.deleteBuffer(ebuf);
- },
- },
- bufferSubData : {
- setup : function() {
- var buf = GL.createBuffer();
- var ebuf = GL.createBuffer();
- GL.bindBuffer(GL.ARRAY_BUFFER, buf);
- GL.bufferData(GL.ARRAY_BUFFER, 256, GL.STATIC_DRAW);
- GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, ebuf);
- GL.bufferData(GL.ELEMENT_ARRAY_BUFFER, 256, GL.STATIC_DRAW);
- return [buf, ebuf];
- },
- generate : function(buf, ebuf) {
- var d = randomBufferSubData(256);
- return [bufferTarget.random(), d.offset, d.data];
- },
- checkArgValidity : function(target, offset, data) {
- return bufferTarget.has(target) && offset >= 0 && data.byteLength >= 0 && offset + data.byteLength <= 256;
- },
- teardown : function(buf, ebuf) {
- GL.deleteBuffer(buf);
- GL.deleteBuffer(ebuf);
- },
- },
-
-// C
-
- checkFramebufferStatus : {
- generate : function() {
- return [Math.random() > 0.5 ? null : GL.createFramebuffer()];
- },
- checkArgValidity : function(fbo) {
- if (fbo != null)
- GL.bindFramebuffer(GL.FRAMEBUFFER, fbo);
- return fbo == null || GL.isFramebuffer(fbo);
- },
- cleanup : function(fbo){
- GL.bindFramebuffer(GL.FRAMEBUFFER, null);
- if (fbo != null)
- try{ GL.deleteFramebuffer(fbo); } catch(e) {}
- }
- },
- clear : {
- generate : function() { return [clearMask.random()]; },
- checkArgValidity : function(mask) { return clearMask.has(mask); }
- },
- clearColor : {
- generate : function() { return randomColor(); },
- teardown : function() { GL.clearColor(0,0,0,0); }
- },
- clearDepth : {
- generate : function() { return [Math.random()]; },
- teardown : function() { GL.clearDepth(1); }
- },
- clearStencil : {
- generate : function() { return [randomStencil()]; },
- teardown : function() { GL.clearStencil(0); }
- },
- colorMask : {
- generate : function() {
- return [randomBool(), randomBool(), randomBool(), randomBool()];
- },
- teardown : function() { GL.colorMask(true, true, true, true); }
- },
- compileShader : {}, // FIXME
- copyTexImage2D : {}, // FIXME
- copyTexSubImage2D : {}, // FIXME
- createBuffer : {
- generate : function() { return []; },
- returnValueCleanup : function(o) { GL.deleteBuffer(o); }
- },
- createFramebuffer : {
- generate : function() { return []; },
- returnValueCleanup : function(o) { GL.deleteFramebuffer(o); }
- },
- createProgram : {
- generate : function() { return []; },
- returnValueCleanup : function(o) { GL.deleteProgram(o); }
- },
- createRenderbuffer : {
- generate : function() { return []; },
- returnValueCleanup : function(o) { GL.deleteRenderbuffer(o); }
- },
- createShader : {
- generate : function() { return [shaderType.random()]; },
- checkArgValidity : function(t) { return shaderType.has(t); },
- returnValueCleanup : function(o) { GL.deleteShader(o); }
- },
- createTexture : {
- generate : function() { return []; },
- returnValueCleanup : function(o) { GL.deleteTexture(o); }
- },
- cullFace : {
- generate : function() { return [cullFace.random()]; },
- checkArgValidity : function(f) { return cullFace.has(f); },
- teardown : function() { GL.cullFace(GL.BACK); }
- },
-
-// 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
-
- 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);
- }
- },
- getAttribLocation : {
- generate : function() {
- var program = GL.createProgram();
- var name = randomName();
- GL.bindAttribLocation(program, randomVertexAttribute(), name);
- return [program, name];
- },
- checkArgValidity : function(program, name) {
- return GL.isProgram(program) && isValidName(name);
- },
- cleanup : function(program, name) {
- try { GL.deleteProgram(program); } catch(e) {}
- }
- },
- getParameter : {
- generate : function() { return [getParameterPname.random()]; },
- checkArgValidity : function(p) { return getParameterPname.has(p); }
- },
- getBufferParameter : {}, // FIXME
- getError : {
- generate : function() { return []; }
- },
- getFramebufferAttachmentParameter : {}, // FIXME
- getProgramParameter : {}, // FIXME
- getProgramInfoLog : {}, // FIXME
- getRenderbufferParameter : {}, // FIXME
- getShaderParameter : {}, // FIXME
- getShaderInfoLog : {}, // FIXME
- getShaderSource : {}, // FIXME
- getTexParameter : {}, // FIXME
- getUniform : {}, // FIXME
- getUniformLocation : {}, // FIXME
- getVertexAttrib : {}, // FIXME
- getVertexAttribOffset : {}, // FIXME
-
-// H
-
- hint : {
- generate : function() { return [GL.GENERATE_MIPMAP_HINT, mipmapHint.random()]; },
- checkValidArgs : function(h, m) {
- return h == GL.GENERATE_MIPMAP_HINT && mipmapHint.has(m);
- },
- teardown : function(){ GL.hint(GL.GENERATE_MIPMAP_HINT, GL.DONT_CARE); }
- },
-
-// I
-
- isBuffer : {
- generate : function() { return [GL.createBuffer()]; },
- cleanup : function(o) { try { GL.deleteBuffer(o); } catch(e) {} }
- },
- isEnabled : {
- generate : function() { return [enableCap.random()]; },
- checkArgValidity : function(c) { return enableCap.has(c); }
- },
- isFramebuffer : {
- generate : function() { return [GL.createFramebuffer()]; },
- cleanup : function(o) { try { GL.deleteFramebuffer(o); } catch(e) {} }
- },
- isProgram : {
- generate : function() { return [GL.createProgram()]; },
- cleanup : function(o) { try { GL.deleteProgram(o); } catch(e) {} }
- },
- isRenderbuffer : {
- generate : function() { return [GL.createRenderbuffer()]; },
- cleanup : function(o) { try { GL.deleteRenderbuffer(o); } catch(e) {} }
- },
- isShader : {
- generate : function() { return [GL.createShader(shaderType.random())]; },
- cleanup : function(o) { try { GL.deleteShader(o); } catch(e) {} }
- },
- isTexture : {
- generate : function() { return [GL.createTexture()]; },
- cleanup : function(o) { try { GL.deleteTexture(o); } catch(e) {} }
- },
-
-// L
-
- lineWidth : {
- generate : function() { return [randomLineWidth()]; },
- teardown : function() { GL.lineWidth(1); }
- },
- linkProgram : {}, // FIXME
-
-// P
- pixelStorei : {
- generate : function() {
- return [pixelStoreiPname.random(), pixelStoreiParam.random()];
- },
- checkArgValidity : function(pname, param) {
- return pixelStoreiPname.has(pname) && pixelStoreiParam.has(param);
- },
- teardown : function() {
- GL.pixelStorei(GL.PACK_ALIGNMENT, 4);
- GL.pixelStorei(GL.UNPACK_ALIGNMENT, 4);
- }
- },
- polygonOffset : {
- generate : function() { return [randomFloat(), randomFloat()]; },
- teardown : function() { GL.polygonOffset(0,0); }
- },
-
-// R
-
- readPixels : {}, // FIXME
- renderbufferStorage : {}, // FIXME
-
-// S
-
- sampleCoverage : {
- generate : function() { return [randomFloatFromRange(0,1), randomBool()] },
- teardown : function() { GL.sampleCoverage(1, false); }
- },
- scissor : {
- 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.scissor(0,0,GL.canvas.width, GL.canvas.height);
- }
- },
- shaderSource : {}, // FIXME
- stencilFunc : {
- generate : function(){
- return [stencilFuncFunc.random(), randomInt(MaxStencilValue), randomInt(0xffffffff)];
- },
- checkArgValidity : function(func, ref, mask) {
- return stencilFuncFunc.has(func) && castToInt(ref) >= 0 && castToInt(ref) < MaxStencilValue;
- },
- teardown : function() {
- GL.stencilFunc(GL.ALWAYS, 0, 0xffffffff);
- }
- },
- stencilFuncSeparate : {
- generate : function(){
- return [cullFace.random(), stencilFuncFunc.random(), randomInt(MaxStencilValue), randomInt(0xffffffff)];
- },
- checkArgValidity : function(face, func, ref, mask) {
- return cullFace.has(face) && stencilFuncFunc.has(func) && castToInt(ref) >= 0 && castToInt(ref) < MaxStencilValue;
- },
- teardown : function() {
- GL.stencilFunc(GL.ALWAYS, 0, 0xffffffff);
- }
- },
- stencilMask : {
- generate : function() { return [randomInt(0xffffffff)]; },
- teardown : function() { GL.stencilMask(0xffffffff); }
- },
- 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);
- }
- }
-
-};
-
-mutateArgs = function(args) {
- var mutateCount = randomIntFromRange(1, args.length);
- var newArgs = Array.from(args);
- for (var i=0; i<mutateCount; i++) {
- var idx = randomInt(args.length);
- newArgs[idx] = generateRandomArg(idx, args.length);
- }
- return newArgs;
-};
-
-// Calls testFunction numberOfTests times with arguments generated by
-// argGen.generate() (or empty arguments if no generate present).
-//
-// The arguments testFunction is called with are the generated args,
-// the argGen, and what argGen.setup() returned or [] if argGen has not setup
-// method. I.e. testFunction(generatedArgs, argGen, setupVars).
-//
-argGeneratorTestRunner = function(argGen, testFunction, numberOfTests) {
- // do argument generator setup if needed
- var setupVars = argGen.setup ? argGen.setup() : [];
- var error;
- for (var i=0; i<numberOfTests; i++) {
- var failed = false;
- // generate arguments if argGen has a generate method
- var generatedArgs = argGen.generate ? argGen.generate.apply(argGen, setupVars) : [];
- try {
- // call testFunction with the generated args
- testFunction.call(this, generatedArgs, argGen, setupVars);
- } catch (e) {
- failed = true;
- error = e;
- }
- // if argGen needs cleanup for generated args, do it here
- if (argGen.cleanup)
- argGen.cleanup.apply(argGen, generatedArgs);
- if (failed) break;
- }
- // if argGen needs to do a final cleanup for setupVars, do it here
- if (argGen.teardown)
- argGen.teardown.apply(argGen, setupVars);
- if (error) throw(error);
-}

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