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Unified Diff: third_party/webgl/sdk/tests/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/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);
-}

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