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<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<script type="application/javascript" src="/tests/SimpleTest/SimpleTest.js"></script>
<link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css"/>
</head>
<body>
<p id="display"></p>
<div id="content" style="display: none">
<canvas id="c" width="1" height="1"></canvas>
</div>
<pre id="test">
<script type="application/javascript">
function testInt64NonFinite(arg) {
// We can use a WebGLRenderingContext to test conversion to 64-bit signed
// ints edge cases.
var gl = $("c").getContext("experimental-webgl");
if (!gl) {
// No WebGL support on MacOS 10.5. Just skip this test
todo(false, "WebGL not supported");
return;
}
var error = gl.getError()
// on the b2g emulator we get GL_INVALID_FRAMEBUFFER_OPERATION
if (error == 0x0506) // GL_INVALID_FRAMEBUFFER_OPERATION
return;
is(error, 0, "Should not start in an error state");
var b = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, b);
var a = new Float32Array(1);
gl.bufferData(gl.ARRAY_BUFFER, a, gl.STATIC_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, arg, a);
is(gl.getError(), 0, "Should have treated non-finite double as 0");
}
testInt64NonFinite(NaN);
testInt64NonFinite(Infinity);
testInt64NonFinite(-Infinity);
</script>
</pre>
</body>
</html>
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