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); |
- } |
- } |
- |
-}; |
- |