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<!DOCTYPE HTML>
<html>
<head>
  <meta charset="utf-8">
  <script type="application/javascript" src="/tests/SimpleTest/SimpleTest.js"></script>
  <link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css"/>
</head>
<body>
<p id="display"></p>
<div id="content" style="display: none">
  <canvas id="c" width="1" height="1"></canvas>
</div>
<pre id="test">
<script type="application/javascript">

  function testInt64NonFinite(arg) {
    // We can use a WebGLRenderingContext to test conversion to 64-bit signed
    // ints edge cases.
    var gl = $("c").getContext("experimental-webgl");
    if (!gl) {
      // No WebGL support on MacOS 10.5.  Just skip this test
      todo(false, "WebGL not supported");
      return;
    }
    var error = gl.getError()

    // on the b2g emulator we get GL_INVALID_FRAMEBUFFER_OPERATION
    if (error == 0x0506) // GL_INVALID_FRAMEBUFFER_OPERATION
        return;

    is(error, 0, "Should not start in an error state");

    var b = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, b);

    var a = new Float32Array(1);
    gl.bufferData(gl.ARRAY_BUFFER, a, gl.STATIC_DRAW);

    gl.bufferSubData(gl.ARRAY_BUFFER, arg, a);

    is(gl.getError(), 0, "Should have treated non-finite double as 0");
  }

  testInt64NonFinite(NaN);
  testInt64NonFinite(Infinity);
  testInt64NonFinite(-Infinity);
</script>
</pre>
</body>
</html>