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Change `HTMLImageArray` render strategy to `gl.NEAREST`, like all the others Let `WebGL2FunctionNode` extend `WebGLFunctionNode` and lighten Remove all the different html pages associated with tests, and just use one file to handle them and use qunit for filtering them Bump version number
48 lines
1.2 KiB
JavaScript
48 lines
1.2 KiB
JavaScript
(function() {
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function getCanvasTest(mode ) {
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var gpu = new GPU();
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QUnit.assert.ok( gpu.getCanvas() === null, 'canvas is initially null');
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var render = gpu.createKernel(function() {
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this.color(0, 0, 0, 1);
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}, {
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output : [30,30],
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mode : mode
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}).setGraphical(true);
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QUnit.assert.ok( render !== null, 'function generated test');
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QUnit.assert.ok( render.getCanvas(), 'testing for canvas after createKernel' );
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QUnit.assert.ok( gpu.getCanvas(), 'testing for canvas after createKernel' );
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//
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// NOTE: GPU mode somehow return null when render()
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//
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QUnit.assert.ok( (r = render()) || true, 'rendering' );
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QUnit.assert.ok( render.getCanvas(), 'testing for canvas after render' );
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QUnit.assert.ok( gpu.getCanvas(), 'testing for canvas after render' );
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}
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QUnit.test( 'getCanvas (auto)', function() {
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getCanvasTest(null);
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});
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QUnit.test( 'getCanvas (gpu)', function() {
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getCanvasTest('gpu');
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});
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QUnit.test( 'getCanvas (webgl)', function() {
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getCanvasTest('webgl');
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});
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QUnit.test( 'getCanvas (webgl2)', function() {
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getCanvasTest('webgl2');
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});
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QUnit.test( 'getCanvas (CPU)', function() {
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getCanvasTest('cpu');
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});
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})(); |