/* Any copyright is dedicated to the Public Domain. http://creativecommons.org/publicdomain/zero/1.0/ */ /** * Tests if the programs list contains an entry after vertex and fragment * shaders are linked. */ function* ifWebGLSupported() { let { target, panel } = yield initShaderEditor(MULTIPLE_CONTEXTS_URL); let { gFront, EVENTS, L10N, ShadersListView, ShadersEditorsView } = panel.panelWin; is(ShadersListView.itemCount, 0, "The shaders list should initially be empty."); is(ShadersListView.selectedItem, null, "The shaders list has no selected item."); is(ShadersListView.selectedIndex, -1, "The shaders list has a negative index."); reload(target); let [firstProgramActor, secondProgramActor] = yield promise.all([ getPrograms(gFront, 2, (actors) => { // Fired upon each actor addition, we want to check only // after the first actor has been added so we can test state if (actors.length === 1) checkFirstProgram(); if (actors.length === 2) checkSecondProgram(); }), once(panel.panelWin, EVENTS.SOURCES_SHOWN) ]).then(([programs, ]) => programs); is(ShadersListView.attachments[0].label, L10N.getFormatStr("shadersList.programLabel", 0), "The correct first label is shown in the shaders list."); is(ShadersListView.attachments[1].label, L10N.getFormatStr("shadersList.programLabel", 1), "The correct second label is shown in the shaders list."); let vertexShader = yield firstProgramActor.getVertexShader(); let fragmentShader = yield firstProgramActor.getFragmentShader(); let vertSource = yield vertexShader.getText(); let fragSource = yield fragmentShader.getText(); let vsEditor = yield ShadersEditorsView._getEditor("vs"); let fsEditor = yield ShadersEditorsView._getEditor("fs"); is(vertSource, vsEditor.getText(), "The vertex shader editor contains the correct text."); is(fragSource, fsEditor.getText(), "The vertex shader editor contains the correct text."); let compiled = once(panel.panelWin, EVENTS.SHADER_COMPILED).then(() => { ok(false, "Selecting a different program shouldn't recompile its shaders."); }); let shown = once(panel.panelWin, EVENTS.SOURCES_SHOWN).then(() => { ok(true, "The vertex and fragment sources have changed in the editors."); }); EventUtils.sendMouseEvent({ type: "mousedown" }, ShadersListView.items[1].target); yield shown; is(ShadersListView.selectedItem, ShadersListView.items[1], "The shaders list has a correct item selected."); is(ShadersListView.selectedIndex, 1, "The shaders list has a correct index selected."); yield teardown(panel); finish(); function checkFirstProgram() { is(ShadersListView.itemCount, 1, "The shaders list contains one entry."); is(ShadersListView.selectedItem, ShadersListView.items[0], "The shaders list has a correct item selected."); is(ShadersListView.selectedIndex, 0, "The shaders list has a correct index selected."); } function checkSecondProgram() { is(ShadersListView.itemCount, 2, "The shaders list contains two entries."); is(ShadersListView.selectedItem, ShadersListView.items[0], "The shaders list has a correct item selected."); is(ShadersListView.selectedIndex, 0, "The shaders list has a correct index selected."); } }