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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests that errors are properly handled when trying to compile a
* defective shader source.
*/
function* ifWebGLSupported() {
let { target, front } = yield initBackend(SIMPLE_CANVAS_URL);
front.setup({ reload: true });
let programActor = yield once(front, "program-linked");
let vertexShader = yield programActor.getVertexShader();
let fragmentShader = yield programActor.getFragmentShader();
let oldVertSource = yield vertexShader.getText();
let newVertSource = oldVertSource.replace("vec4", "vec3");
try {
yield vertexShader.compile(newVertSource);
ok(false, "Vertex shader was compiled with a defective source!");
} catch (error) {
ok(error,
"The new vertex shader source was compiled with errors.");
// The implementation has the choice to defer all compile-time errors to link time.
let infoLog = (error.compile != "") ? error.compile : error.link;
isnot(infoLog, "",
"The one of the compile or link info logs should not be empty.");
is(infoLog.split("ERROR").length - 1, 2,
"The info log contains two errors.");
ok(infoLog.includes("ERROR: 0:8: 'constructor'"),
"A constructor error is contained in the info log.");
ok(infoLog.includes("ERROR: 0:8: 'assign'"),
"An assignment error is contained in the info log.");
}
yield ensurePixelIs(front, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(front, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
ok(true, "The shader was reverted to the old source.");
let vertSource = yield vertexShader.getText();
ok(vertSource.includes("vec4(aVertexPosition, 1.0);"),
"The previous correct vertex shader source was preserved.");
let oldFragSource = yield fragmentShader.getText();
let newFragSource = oldFragSource.replace("vec3", "vec4");
try {
yield fragmentShader.compile(newFragSource);
ok(false, "Fragment shader was compiled with a defective source!");
} catch (error) {
ok(error,
"The new fragment shader source was compiled with errors.");
// The implementation has the choice to defer all compile-time errors to link time.
let infoLog = (error.compile != "") ? error.compile : error.link;
isnot(infoLog, "",
"The one of the compile or link info logs should not be empty.");
is(infoLog.split("ERROR").length - 1, 1,
"The info log contains one error.");
ok(infoLog.includes("ERROR: 0:6: 'constructor'"),
"A constructor error is contained in the info log.");
}
yield ensurePixelIs(front, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(front, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
ok(true, "The shader was reverted to the old source.");
let fragSource = yield fragmentShader.getText();
ok(fragSource.includes("vec3 vFragmentColor;"),
"The previous correct fragment shader source was preserved.");
yield programActor.highlight([0, 1, 0, 1]);
yield ensurePixelIs(front, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(front, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
ok(true, "Highlighting worked after setting a defective fragment source.");
yield programActor.unhighlight();
yield ensurePixelIs(front, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(front, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
ok(true, "Unhighlighting worked after setting a defective vertex source.");
yield removeTab(target.tab);
finish();
}
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