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@@ -0,0 +1,115 @@
+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<script src="../../js/test-eval.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+description("Test that conversion of boolean arguments of WebGL functions follows EcmaScript 9.2. ToBoolean");
+debug("");
+debug("When an object is converted to a boolean, it should always evaluate as true. Any valueOf() method should not even get called. See Mozilla bug 727590 where Gecko incorrectly converted such an argument to a Number instead of a Boolean, giving the wrong behavior. See 9.2 and 9.3 in the EcmaScript specification.");
+debug("");
+var gl = wtu.create3DContext();
+var program = wtu.loadStandardProgram(gl);
+var shader = wtu.loadStandardVertexShader(gl);
+var shouldGenerateGLError = wtu.shouldGenerateGLError;
+
+assertMsg(program != null, "Program Compiled");
+assertMsg(shader != null, "Shader Compiled");
+
+var uloc = gl.getUniformLocation(program, "u_modelViewProjMatrix");
+var aloc = gl.getAttribLocation(program, "a_vertex");
+
+gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
+
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from initialization.");
+assertMsg(uloc, "Uniform not found");
+assertMsg(aloc >= 0, "Attribute not found");
+
+var boolArg = { valueOf: function() { throw "Converting an Object to a Boolean should just give 'true' without further evaluation"; } }
+
+function shouldNotThrowWithBoolArgs(code) {
+ try {
+ TestEval(code);
+ } catch(e) {
+ testFailed(code + " threw exception: " + e);
+ return;
+ }
+ testPassed(code + " converted its boolean arguments correctly");
+}
+
+shouldNotThrowWithBoolArgs(
+ "gl.colorMask(boolArg, boolArg, boolArg, boolArg)"
+);
+
+shouldNotThrowWithBoolArgs(
+ "gl.depthMask(boolArg)"
+);
+
+shouldNotThrowWithBoolArgs(
+ "gl.sampleCoverage(1, boolArg)"
+);
+
+function zeroArray(length) {
+ var a = new Array(length);
+ for (var i = 0; i < length; i++)
+ a[i] = 0;
+ return a;
+}
+
+function zeroFloat32Array(length) {
+ var a = new Float32Array(length);
+ for (var i = 0; i < length; i++)
+ a[i] = 0;
+ return a;
+}
+
+shouldNotThrowWithBoolArgs(
+ "gl.uniformMatrix2fv(uloc, boolArg, zeroFloat32Array(4))"
+);
+
+shouldNotThrowWithBoolArgs(
+ "gl.uniformMatrix2fv(uloc, boolArg, zeroArray(4))"
+);
+
+shouldNotThrowWithBoolArgs(
+ "gl.uniformMatrix3fv(uloc, boolArg, zeroFloat32Array(9))"
+);
+
+shouldNotThrowWithBoolArgs(
+ "gl.uniformMatrix3fv(uloc, boolArg, zeroArray(9))"
+);
+
+shouldNotThrowWithBoolArgs(
+ "gl.uniformMatrix4fv(uloc, boolArg, zeroFloat32Array(16))"
+);
+
+shouldNotThrowWithBoolArgs(
+ "gl.uniformMatrix4fv(uloc, boolArg, zeroArray(16))"
+);
+
+shouldNotThrowWithBoolArgs(
+ "gl.vertexAttribPointer(aloc, 4, gl.FLOAT, boolArg, 4, 0)"
+);
+
+var successfullyParsed = true;
+</script>
+
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>