Mypal/devtools/client/shadereditor/test/browser_se_programs-list.js
2019-03-11 13:26:37 +03:00

88 lines
3.3 KiB
JavaScript

/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if the programs list contains an entry after vertex and fragment
* shaders are linked.
*/
function* ifWebGLSupported() {
let { target, panel } = yield initShaderEditor(MULTIPLE_CONTEXTS_URL);
let { gFront, EVENTS, L10N, ShadersListView, ShadersEditorsView } = panel.panelWin;
is(ShadersListView.itemCount, 0,
"The shaders list should initially be empty.");
is(ShadersListView.selectedItem, null,
"The shaders list has no selected item.");
is(ShadersListView.selectedIndex, -1,
"The shaders list has a negative index.");
reload(target);
let [firstProgramActor, secondProgramActor] = yield promise.all([
getPrograms(gFront, 2, (actors) => {
// Fired upon each actor addition, we want to check only
// after the first actor has been added so we can test state
if (actors.length === 1)
checkFirstProgram();
if (actors.length === 2)
checkSecondProgram();
}),
once(panel.panelWin, EVENTS.SOURCES_SHOWN)
]).then(([programs, ]) => programs);
is(ShadersListView.attachments[0].label, L10N.getFormatStr("shadersList.programLabel", 0),
"The correct first label is shown in the shaders list.");
is(ShadersListView.attachments[1].label, L10N.getFormatStr("shadersList.programLabel", 1),
"The correct second label is shown in the shaders list.");
let vertexShader = yield firstProgramActor.getVertexShader();
let fragmentShader = yield firstProgramActor.getFragmentShader();
let vertSource = yield vertexShader.getText();
let fragSource = yield fragmentShader.getText();
let vsEditor = yield ShadersEditorsView._getEditor("vs");
let fsEditor = yield ShadersEditorsView._getEditor("fs");
is(vertSource, vsEditor.getText(),
"The vertex shader editor contains the correct text.");
is(fragSource, fsEditor.getText(),
"The vertex shader editor contains the correct text.");
let compiled = once(panel.panelWin, EVENTS.SHADER_COMPILED).then(() => {
ok(false, "Selecting a different program shouldn't recompile its shaders.");
});
let shown = once(panel.panelWin, EVENTS.SOURCES_SHOWN).then(() => {
ok(true, "The vertex and fragment sources have changed in the editors.");
});
EventUtils.sendMouseEvent({ type: "mousedown" }, ShadersListView.items[1].target);
yield shown;
is(ShadersListView.selectedItem, ShadersListView.items[1],
"The shaders list has a correct item selected.");
is(ShadersListView.selectedIndex, 1,
"The shaders list has a correct index selected.");
yield teardown(panel);
finish();
function checkFirstProgram() {
is(ShadersListView.itemCount, 1,
"The shaders list contains one entry.");
is(ShadersListView.selectedItem, ShadersListView.items[0],
"The shaders list has a correct item selected.");
is(ShadersListView.selectedIndex, 0,
"The shaders list has a correct index selected.");
}
function checkSecondProgram() {
is(ShadersListView.itemCount, 2,
"The shaders list contains two entries.");
is(ShadersListView.selectedItem, ShadersListView.items[0],
"The shaders list has a correct item selected.");
is(ShadersListView.selectedIndex, 0,
"The shaders list has a correct index selected.");
}
}