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Unified Diff: third_party/webgl/sdk/tests/conformance/more/conformance/argGenerators-D_G.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/argGenerators-D_G.js
===================================================================
--- third_party/webgl/sdk/tests/conformance/more/conformance/argGenerators-D_G.js (revision 121077)
+++ third_party/webgl/sdk/tests/conformance/more/conformance/argGenerators-D_G.js (working copy)
@@ -1,229 +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
-
-// 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-1
-
- 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);
- }
- }
-
-};
-

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