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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/state/gl-geterror.html')
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1 files changed, 78 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/state/gl-geterror.html b/dom/canvas/test/webgl-conf/checkout/conformance/state/gl-geterror.html new file mode 100644 index 0000000000..ad5c18e267 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/state/gl-geterror.html @@ -0,0 +1,78 @@ +<!-- +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"> +<title>WebGL get error conformance test.</title> +<link rel="stylesheet" href="../../resources/js-test-style.css"/> +<script src="../../js/desktop-gl-constants.js"></script> +<script src="../../js/js-test-pre.js"></script> +<script src="../../js/webgl-test-utils.js"> </script> +</head> +<body> +<canvas id="example" width="1" height="1" style="width: 256px; height: 48px;"></canvas> +<div id="description"></div><div id="console"></div> +<script> +"use strict"; +description("Test getError."); +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example"); +var tex = gl.createTexture(); +gl.bindTexture(gl.TEXTURE_2D, tex); + +gl.enable(desktopGL.ALPHA_TEST); +wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "should generate INVALID_ENUM"); +gl.viewport(-1, -1, -1, -1); +wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "should generate INVALID_VALUE"); +gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); +wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "should generate INVALID_OPERATION"); + +// Generate 2 errors of each type for 6 total possible errors. +// The OpenGL ES 2.0 spec section 2.5 says the implementation is allowed to +// either return the first error or many errors in an unspecied order. +gl.viewport(-1, -1, -1, -1); +gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); +gl.enable(desktopGL.ALPHA_TEST); +gl.viewport(-1, -1, -1, -1); +gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); +// Note: This error is specifically last because we know it will be synthasized +// by WebGL at least when implemented on top of Desktop OpenGL +gl.enable(desktopGL.ALPHA_TEST); + +var err1 = gl.getError(); +var err2 = gl.getError(); +var err3 = gl.getError(); +var err4 = gl.getError(); +var err5 = gl.getError(); +var err6 = gl.getError(); + +debug(""); +if (err2 == gl.NO_ERROR) { + debug("This WebGL implementation looks like it uses the 'first error' method"); + debug("There should be 1 error, the first one generated"); + shouldBeTrue('err1 == gl.INVALID_VALUE && err2 == gl.NO_ERROR && err3 == gl.NO_ERROR'); +} else { + debug("This WebGL implementation looks like it uses the many error method"); + debug("Check is that at least one of the errors is the first error"); + shouldBeTrue('err1 == gl.INVALID_VALUE || ' + + 'err2 == gl.INVALID_VALUE || ' + + 'err3 == gl.INVALID_VALUE || ' + + 'err4 == gl.INVALID_VALUE || ' + + 'err5 == gl.INVALID_VALUE || ' + + 'err6 == gl.INVALID_VALUE'); + shouldBeTrue('gl.getError() == gl.NO_ERROR'); +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> + |