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/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
// 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
// G-2
getAttribLocation : {
generate : function() {
var program = GL.createProgram();
var name = randomName();
GL.bindAttribLocation(program, randomVertexAttribute(), name);
return [program, name];
},
checkArgValidity : function(program, name) {
return GL.isProgram(program) && isValidName(name);
},
cleanup : function(program, name) {
try { GL.deleteProgram(program); } catch(e) {}
}
},/*
getParameter : {
generate : function() { return [getParameterPname.random()]; },
checkArgValidity : function(p) { return getParameterPname.has(p); }
},
getBufferParameter : {}, // FIXME
getError : {
generate : function() { return []; }
},
getFramebufferAttachmentParameter : {}, // FIXME
getProgramParameter : {}, // FIXME
getProgramInfoLog : {}, // FIXME
getRenderbufferParameter : {}, // FIXME
getShaderParameter : {}, // FIXME
getShaderInfoLog : {}, // FIXME
getShaderSource : {}, // FIXME
getTexParameter : {}, // FIXME
getUniform : {}, // FIXME
getUniformLocation : {}, // FIXME
getVertexAttrib : {}, // FIXME
getVertexAttribOffset : {}, // FIXME
// H
hint : {
generate : function() { return [GL.GENERATE_MIPMAP_HINT, mipmapHint.random()]; },
checkValidArgs : function(h, m) {
return h == GL.GENERATE_MIPMAP_HINT && mipmapHint.has(m);
},
teardown : function(){ GL.hint(GL.GENERATE_MIPMAP_HINT, GL.DONT_CARE); }
},
// I
isBuffer : {
generate : function() { return [GL.createBuffer()]; },
cleanup : function(o) { try { GL.deleteBuffer(o); } catch(e) {} }
},
isEnabled : {
generate : function() { return [enableCap.random()]; },
checkArgValidity : function(c) { return enableCap.has(c); }
},
isFramebuffer : {
generate : function() { return [GL.createFramebuffer()]; },
cleanup : function(o) { try { GL.deleteFramebuffer(o); } catch(e) {} }
},
isProgram : {
generate : function() { return [GL.createProgram()]; },
cleanup : function(o) { try { GL.deleteProgram(o); } catch(e) {} }
},
isRenderbuffer : {
generate : function() { return [GL.createRenderbuffer()]; },
cleanup : function(o) { try { GL.deleteRenderbuffer(o); } catch(e) {} }
},
isShader : {
generate : function() { return [GL.createShader(shaderType.random())]; },
cleanup : function(o) { try { GL.deleteShader(o); } catch(e) {} }
},
isTexture : {
generate : function() { return [GL.createTexture()]; },
cleanup : function(o) { try { GL.deleteTexture(o); } catch(e) {} }
}*/
};