Index: third_party/webgl/sdk/tests/conformance/more/conformance/argGenerators-C.js |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/more/conformance/argGenerators-C.js (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/more/conformance/argGenerators-C.js (working copy) |
@@ -1,113 +0,0 @@ |
-// 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 |
- |
-// 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); } |
- } |
- |
-}; |