diff -r 000000000000 -r 6474c204b198 browser/devtools/shadereditor/test/browser_webgl-actor-test-09.js --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/browser/devtools/shadereditor/test/browser_webgl-actor-test-09.js Wed Dec 31 06:09:35 2014 +0100 @@ -0,0 +1,85 @@ +/* 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, debuggee, 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."); + is(error.compile, "", + "The compilation status should be empty."); + isnot(error.link, "", + "The linkage status should not be empty."); + is(error.link.split("ERROR").length - 1, 2, + "The linkage status contains two errors."); + ok(error.link.contains("ERROR: 0:8: 'constructor'"), + "A constructor error is contained in the linkage status."); + ok(error.link.contains("ERROR: 0:8: 'assign'"), + "An assignment error is contained in the linkage status."); + } + + yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true); + yield ensurePixelIs(debuggee, { 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.contains("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."); + is(error.compile, "", + "The compilation status should be empty."); + isnot(error.link, "", + "The linkage status should not be empty."); + is(error.link.split("ERROR").length - 1, 1, + "The linkage status contains one error."); + ok(error.link.contains("ERROR: 0:6: 'constructor'"), + "A constructor error is contained in the linkage status."); + } + + yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true); + yield ensurePixelIs(debuggee, { 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.contains("vec3 vFragmentColor;"), + "The previous correct fragment shader source was preserved."); + + yield programActor.highlight([0, 1, 0, 1]); + yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 255 }, true); + yield ensurePixelIs(debuggee, { 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(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true); + yield ensurePixelIs(debuggee, { 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(); +}