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/*
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**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
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** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
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** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/test-eval.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
description("Test that conversion of boolean arguments of WebGL functions follows EcmaScript 9.2. ToBoolean");
debug("");
debug("When an object is converted to a boolean, it should always evaluate as true. Any valueOf() method should not even get called. See Mozilla bug 727590 where Gecko incorrectly converted such an argument to a Number instead of a Boolean, giving the wrong behavior. See 9.2 and 9.3 in the EcmaScript specification.");
debug("");
var gl = wtu.create3DContext();
var program = wtu.loadStandardProgram(gl);
var shader = wtu.loadStandardVertexShader(gl);
var shouldGenerateGLError = wtu.shouldGenerateGLError;
assertMsg(program != null, "Program Compiled");
assertMsg(shader != null, "Shader Compiled");
var uloc = gl.getUniformLocation(program, "u_modelViewProjMatrix");
var aloc = gl.getAttribLocation(program, "a_vertex");
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from initialization.");
assertMsg(uloc, "Uniform not found");
assertMsg(aloc >= 0, "Attribute not found");
var boolArg = { valueOf: function() { throw "Converting an Object to a Boolean should just give 'true' without further evaluation"; } }
function shouldNotThrowWithBoolArgs(code) {
try {
TestEval(code);
} catch(e) {
testFailed(code + " threw exception: " + e);
return;
}
testPassed(code + " converted its boolean arguments correctly");
}
shouldNotThrowWithBoolArgs(
"gl.colorMask(boolArg, boolArg, boolArg, boolArg)"
);
shouldNotThrowWithBoolArgs(
"gl.depthMask(boolArg)"
);
shouldNotThrowWithBoolArgs(
"gl.sampleCoverage(1, boolArg)"
);
function zeroArray(length) {
var a = new Array(length);
for (var i = 0; i < length; i++)
a[i] = 0;
return a;
}
function zeroFloat32Array(length) {
var a = new Float32Array(length);
for (var i = 0; i < length; i++)
a[i] = 0;
return a;
}
shouldNotThrowWithBoolArgs(
"gl.uniformMatrix2fv(uloc, boolArg, zeroFloat32Array(4))"
);
shouldNotThrowWithBoolArgs(
"gl.uniformMatrix2fv(uloc, boolArg, zeroArray(4))"
);
shouldNotThrowWithBoolArgs(
"gl.uniformMatrix3fv(uloc, boolArg, zeroFloat32Array(9))"
);
shouldNotThrowWithBoolArgs(
"gl.uniformMatrix3fv(uloc, boolArg, zeroArray(9))"
);
shouldNotThrowWithBoolArgs(
"gl.uniformMatrix4fv(uloc, boolArg, zeroFloat32Array(16))"
);
shouldNotThrowWithBoolArgs(
"gl.uniformMatrix4fv(uloc, boolArg, zeroArray(16))"
);
shouldNotThrowWithBoolArgs(
"gl.vertexAttribPointer(aloc, 4, gl.FLOAT, boolArg, 4, 0)"
);
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>