1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/browser/devtools/shadereditor/test/browser_webgl-actor-test-09.js Wed Dec 31 06:09:35 2014 +0100 1.3 @@ -0,0 +1,85 @@ 1.4 +/* Any copyright is dedicated to the Public Domain. 1.5 + http://creativecommons.org/publicdomain/zero/1.0/ */ 1.6 + 1.7 +/** 1.8 + * Tests that errors are properly handled when trying to compile a 1.9 + * defective shader source. 1.10 + */ 1.11 + 1.12 +function ifWebGLSupported() { 1.13 + let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL); 1.14 + front.setup({ reload: true }); 1.15 + 1.16 + let programActor = yield once(front, "program-linked"); 1.17 + let vertexShader = yield programActor.getVertexShader(); 1.18 + let fragmentShader = yield programActor.getFragmentShader(); 1.19 + 1.20 + let oldVertSource = yield vertexShader.getText(); 1.21 + let newVertSource = oldVertSource.replace("vec4", "vec3"); 1.22 + 1.23 + try { 1.24 + yield vertexShader.compile(newVertSource); 1.25 + ok(false, "Vertex shader was compiled with a defective source!"); 1.26 + } catch (error) { 1.27 + ok(error, 1.28 + "The new vertex shader source was compiled with errors."); 1.29 + is(error.compile, "", 1.30 + "The compilation status should be empty."); 1.31 + isnot(error.link, "", 1.32 + "The linkage status should not be empty."); 1.33 + is(error.link.split("ERROR").length - 1, 2, 1.34 + "The linkage status contains two errors."); 1.35 + ok(error.link.contains("ERROR: 0:8: 'constructor'"), 1.36 + "A constructor error is contained in the linkage status."); 1.37 + ok(error.link.contains("ERROR: 0:8: 'assign'"), 1.38 + "An assignment error is contained in the linkage status."); 1.39 + } 1.40 + 1.41 + yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true); 1.42 + yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true); 1.43 + ok(true, "The shader was reverted to the old source."); 1.44 + 1.45 + let vertSource = yield vertexShader.getText(); 1.46 + ok(vertSource.contains("vec4(aVertexPosition, 1.0);"), 1.47 + "The previous correct vertex shader source was preserved."); 1.48 + 1.49 + let oldFragSource = yield fragmentShader.getText(); 1.50 + let newFragSource = oldFragSource.replace("vec3", "vec4"); 1.51 + 1.52 + try { 1.53 + yield fragmentShader.compile(newFragSource); 1.54 + ok(false, "Fragment shader was compiled with a defective source!"); 1.55 + } catch (error) { 1.56 + ok(error, 1.57 + "The new fragment shader source was compiled with errors."); 1.58 + is(error.compile, "", 1.59 + "The compilation status should be empty."); 1.60 + isnot(error.link, "", 1.61 + "The linkage status should not be empty."); 1.62 + is(error.link.split("ERROR").length - 1, 1, 1.63 + "The linkage status contains one error."); 1.64 + ok(error.link.contains("ERROR: 0:6: 'constructor'"), 1.65 + "A constructor error is contained in the linkage status."); 1.66 + } 1.67 + 1.68 + yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true); 1.69 + yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true); 1.70 + ok(true, "The shader was reverted to the old source."); 1.71 + 1.72 + let fragSource = yield fragmentShader.getText(); 1.73 + ok(fragSource.contains("vec3 vFragmentColor;"), 1.74 + "The previous correct fragment shader source was preserved."); 1.75 + 1.76 + yield programActor.highlight([0, 1, 0, 1]); 1.77 + yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 255 }, true); 1.78 + yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true); 1.79 + ok(true, "Highlighting worked after setting a defective fragment source."); 1.80 + 1.81 + yield programActor.unhighlight(); 1.82 + yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true); 1.83 + yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true); 1.84 + ok(true, "Unhighlighting worked after setting a defective vertex source."); 1.85 + 1.86 + yield removeTab(target.tab); 1.87 + finish(); 1.88 +}