1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
|
/*
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
// L
lineWidth : {
generate : function() { return [randomLineWidth()]; },
teardown : function() { GL.lineWidth(1); }
},
linkProgram : {}, // FIXME
// P
pixelStorei : {
generate : function() {
return [pixelStoreiPname.random(), pixelStoreiParam.random()];
},
checkArgValidity : function(pname, param) {
return pixelStoreiPname.has(pname) && pixelStoreiParam.has(param);
},
teardown : function() {
GL.pixelStorei(GL.PACK_ALIGNMENT, 4);
GL.pixelStorei(GL.UNPACK_ALIGNMENT, 4);
}
},
polygonOffset : {
generate : function() { return [randomFloat(), randomFloat()]; },
teardown : function() { GL.polygonOffset(0,0); }
},
// R
readPixels : {}, // FIXME
renderbufferStorage : {}, // FIXME
// S-1
sampleCoverage : {
generate : function() { return [randomFloatFromRange(0,1), randomBool()] },
teardown : function() { GL.sampleCoverage(1, false); }
},
scissor : {
generate : function() {
return [randomInt(3000)-1500, randomInt(3000)-1500, randomIntFromRange(0,3000), randomIntFromRange(0,3000)];
},
checkArgValidity : function(x,y,w,h) {
return castToInt(w) >= 0 && castToInt(h) >= 0;
},
teardown : function() {
GL.scissor(0,0,GL.canvas.width, GL.canvas.height);
}
},
shaderSource : {}, // FIXME
stencilFunc : {
generate : function(){
return [stencilFuncFunc.random(), randomInt(MaxStencilValue), randomInt(0xffffffff)];
},
checkArgValidity : function(func, ref, mask) {
return stencilFuncFunc.has(func) && castToInt(ref) >= 0 && castToInt(ref) < MaxStencilValue;
},
teardown : function() {
GL.stencilFunc(GL.ALWAYS, 0, 0xffffffff);
}
},
stencilFuncSeparate : {
generate : function(){
return [cullFace.random(), stencilFuncFunc.random(), randomInt(MaxStencilValue), randomInt(0xffffffff)];
},
checkArgValidity : function(face, func, ref, mask) {
return cullFace.has(face) && stencilFuncFunc.has(func) && castToInt(ref) >= 0 && castToInt(ref) < MaxStencilValue;
},
teardown : function() {
GL.stencilFunc(GL.ALWAYS, 0, 0xffffffff);
}
},
stencilMask : {
generate : function() { return [randomInt(0xffffffff)]; },
teardown : function() { GL.stencilMask(0xffffffff); }
}
};
|