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/*
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.
*/
// 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
// B-3
bufferData : {
setup : function() {
var buf = GL.createBuffer();
var ebuf = GL.createBuffer();
GL.bindBuffer(GL.ARRAY_BUFFER, buf);
GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, ebuf);
return [buf, ebuf];
},
generate : function(buf, ebuf) {
return [bufferTarget.random(), randomBufferData(), bufferMode.random()];
},
checkArgValidity : function(target, bufData, mode) {
return bufferTarget.has(target) && isBufferData(bufData) && bufferMode.has(mode);
},
teardown : function(buf, ebuf) {
GL.deleteBuffer(buf);
GL.deleteBuffer(ebuf);
},
}
};
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