forked from mirrors/gecko-dev
Disable rules with many failures for now, in a way that mentored bugs can easily pick them up. Fix other minor issues raised by various rules. MozReview-Commit-ID: 71OQI7jLihe --HG-- extra : rebase_source : 7eac06299e6bbc6ae84e21b263c105555a06e757
213 lines
6.8 KiB
JavaScript
213 lines
6.8 KiB
JavaScript
/* Any copyright is dedicated to the Public Domain.
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http://creativecommons.org/publicdomain/zero/1.0/ */
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/* eslint no-unused-vars: [2, {"vars": "local"}] */
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/* import-globals-from ../../shared/test/shared-head.js */
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"use strict";
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// Load the shared-head file first.
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Services.scriptloader.loadSubScript(
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"chrome://mochitests/content/browser/devtools/client/shared/test/shared-head.js",
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this);
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var { DebuggerClient } = require("devtools/shared/client/debugger-client");
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var { DebuggerServer } = require("devtools/server/main");
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var { WebGLFront } = require("devtools/shared/fronts/webgl");
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var { Toolbox } = require("devtools/client/framework/toolbox");
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var { isWebGLSupported } = require("devtools/client/shared/webgl-utils");
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const EXAMPLE_URL = "http://example.com/browser/devtools/client/shadereditor/test/";
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const SIMPLE_CANVAS_URL = EXAMPLE_URL + "doc_simple-canvas.html";
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const SHADER_ORDER_URL = EXAMPLE_URL + "doc_shader-order.html";
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const MULTIPLE_CONTEXTS_URL = EXAMPLE_URL + "doc_multiple-contexts.html";
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const OVERLAPPING_GEOMETRY_CANVAS_URL = EXAMPLE_URL + "doc_overlapping-geometry.html";
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const BLENDED_GEOMETRY_CANVAS_URL = EXAMPLE_URL + "doc_blended-geometry.html";
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var gEnableLogging = Services.prefs.getBoolPref("devtools.debugger.log");
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// To enable logging for try runs, just set the pref to true.
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Services.prefs.setBoolPref("devtools.debugger.log", false);
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var gToolEnabled = Services.prefs.getBoolPref("devtools.shadereditor.enabled");
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registerCleanupFunction(() => {
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Services.prefs.setBoolPref("devtools.debugger.log", gEnableLogging);
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Services.prefs.setBoolPref("devtools.shadereditor.enabled", gToolEnabled);
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// These tests use a lot of memory due to GL contexts, so force a GC to help
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// fragmentation.
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info("Forcing GC after shadereditor test.");
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Cu.forceGC();
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});
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/**
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* Call manually in tests that use frame script utils after initializing
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* the shader editor. Must be called after initializing so we can detect
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* whether or not `content` is a CPOW or not. Call after init but before navigating
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* to different pages, as bfcache and thus shader caching gets really strange if
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* frame script attached in the middle of the test.
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*/
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function loadFrameScripts() {
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if (!content) {
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loadFrameScriptUtils();
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}
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}
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function handleError(aError) {
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ok(false, "Got an error: " + aError.message + "\n" + aError.stack);
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finish();
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}
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function ifWebGLSupported() {
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ok(false, "You need to define a 'ifWebGLSupported' function.");
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finish();
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}
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function ifWebGLUnsupported() {
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todo(false, "Skipping test because WebGL isn't supported.");
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finish();
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}
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async function test() {
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let generator = isWebGLSupported(document) ? ifWebGLSupported : ifWebGLUnsupported;
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try {
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await generator();
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} catch (e) {
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handleError(e);
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}
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}
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function createCanvas() {
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return document.createElementNS("http://www.w3.org/1999/xhtml", "canvas");
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}
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function observe(aNotificationName, aOwnsWeak = false) {
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info("Waiting for observer notification: '" + aNotificationName + ".");
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let deferred = defer();
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Services.obs.addObserver(function onNotification(...aArgs) {
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Services.obs.removeObserver(onNotification, aNotificationName);
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deferred.resolve.apply(deferred, aArgs);
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}, aNotificationName, aOwnsWeak);
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return deferred.promise;
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}
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function isApprox(aFirst, aSecond, aMargin = 1) {
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return Math.abs(aFirst - aSecond) <= aMargin;
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}
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function isApproxColor(aFirst, aSecond, aMargin) {
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return isApprox(aFirst.r, aSecond.r, aMargin) &&
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isApprox(aFirst.g, aSecond.g, aMargin) &&
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isApprox(aFirst.b, aSecond.b, aMargin) &&
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isApprox(aFirst.a, aSecond.a, aMargin);
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}
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function ensurePixelIs(aFront, aPosition, aColor, aWaitFlag = false, aSelector = "canvas") {
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return (async function() {
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let pixel = await aFront.getPixel({ selector: aSelector, position: aPosition });
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if (isApproxColor(pixel, aColor)) {
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ok(true, "Expected pixel is shown at: " + aPosition.toSource());
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return;
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}
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if (aWaitFlag) {
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await aFront.waitForFrame();
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await ensurePixelIs(aFront, aPosition, aColor, aWaitFlag, aSelector);
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return;
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}
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ok(false, "Expected pixel was not already shown at: " + aPosition.toSource());
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throw new Error("Expected pixel was not already shown at: " + aPosition.toSource());
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})();
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}
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function navigateInHistory(aTarget, aDirection, aWaitForTargetEvent = "navigate") {
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if (!content) {
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let mm = gBrowser.selectedBrowser.messageManager;
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mm.sendAsyncMessage("devtools:test:history", { direction: aDirection });
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} else {
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executeSoon(() => content.history[aDirection]());
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}
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return once(aTarget, aWaitForTargetEvent);
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}
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function navigate(aTarget, aUrl, aWaitForTargetEvent = "navigate") {
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executeSoon(() => aTarget.activeTab.navigateTo(aUrl));
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return once(aTarget, aWaitForTargetEvent);
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}
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function reload(aTarget, aWaitForTargetEvent = "navigate") {
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executeSoon(() => aTarget.activeTab.reload());
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return once(aTarget, aWaitForTargetEvent);
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}
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function initBackend(aUrl) {
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info("Initializing a shader editor front.");
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DebuggerServer.init();
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DebuggerServer.registerAllActors();
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return (async function() {
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let tab = await addTab(aUrl);
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let target = TargetFactory.forTab(tab);
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await target.makeRemote();
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let front = new WebGLFront(target.client, target.form);
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return { target, front };
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})();
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}
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function initShaderEditor(aUrl) {
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info("Initializing a shader editor pane.");
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return (async function() {
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let tab = await addTab(aUrl);
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let target = TargetFactory.forTab(tab);
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await target.makeRemote();
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Services.prefs.setBoolPref("devtools.shadereditor.enabled", true);
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let toolbox = await gDevTools.showToolbox(target, "shadereditor");
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let panel = toolbox.getCurrentPanel();
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return { target, panel };
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})();
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}
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function teardown(aPanel) {
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info("Destroying the specified shader editor.");
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return promise.all([
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once(aPanel, "destroyed"),
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removeTab(aPanel.target.tab)
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]);
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}
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// Due to `program-linked` events firing synchronously, we cannot
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// just yield/chain them together, as then we miss all actors after the
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// first event since they're fired consecutively. This allows us to capture
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// all actors and returns an array containing them.
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//
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// Takes a `front` object that is an event emitter, the number of
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// programs that should be listened to and waited on, and an optional
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// `onAdd` function that calls with the entire actors array on program link
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function getPrograms(front, count, onAdd) {
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let actors = [];
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let deferred = defer();
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front.on("program-linked", function onLink(actor) {
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if (actors.length !== count) {
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actors.push(actor);
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if (typeof onAdd === "function") {
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onAdd(actors);
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}
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}
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if (actors.length === count) {
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front.off("program-linked", onLink);
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deferred.resolve(actors);
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}
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});
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return deferred.promise;
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}
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