Index: third_party/webgl/sdk/tests/conformance/more/conformance/quickCheckAPI.js |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/more/conformance/quickCheckAPI.js (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/more/conformance/quickCheckAPI.js (working copy) |
@@ -1,391 +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 |
-}; |
- |
-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); |
-} |