Bug 1193526 - Handle image.src being invalid. r=jgilbert

MozReview-Commit-ID: IhTC5kkiBu5
This commit is contained in:
Morris Tseng 2016-04-27 11:55:45 +08:00
Родитель 53a7c08931
Коммит 455022580c
3 изменённых файлов: 30 добавлений и 11 удалений

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@ -48,7 +48,15 @@ function generateTest(pixelFormat, pixelType, pathToTestRoot, prologue) {
textureLoc = gl.getUniformLocation(program, "tex");
wtu.loadTexture(gl, pathToTestRoot + "/resources/red-green.png", runTest);
var image = new Image();
image.onload = function() {
runTest(image);
};
image.onerror = function() {
testFailed("Creating image from canvas failed. Image src: " + this.src);
finishTest();
};
image.src = pathToTestRoot + "/resources/red-green.png";
}
function runOneIteration(image, useTexSubImage2D, flipY, topColor, bottomColor)

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@ -48,7 +48,15 @@ function generateTest(pixelFormat, pixelType, pathToTestRoot, prologue) {
textureLoc = gl.getUniformLocation(program, "tex");
wtu.loadTexture(gl, pathToTestRoot + "/resources/red-green.svg", runTest);
var image = new Image();
image.onload = function() {
runTest(image);
};
image.onerror = function() {
testFailed("Creating image from canvas failed. Image src: " + this.src);
finishTest();
};
image.src = pathToTestRoot + "/resources/red-green.svg";
}
function runOneIteration(image, useTexSubImage2D, flipY, topColor, bottomColor)

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@ -1147,6 +1147,9 @@ var loadTexture = function(gl, url, callback) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
callback(image);
};
image.onerror = function() {
throw new Error('Failed to load image at: ' + image.src);
};
image.src = url;
return texture;
};
@ -1388,7 +1391,7 @@ var glErrorShouldBe = function(gl, glErrors, opt_msg) {
* Links a WebGL program, throws if there are errors.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!WebGLProgram} program The WebGLProgram to link.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {function(string): void) opt_errorCallback callback for errors.
*/
var linkProgram = function(gl, program, opt_errorCallback) {
var errFn = opt_errorCallback || testFailed;
@ -1601,8 +1604,8 @@ var readFileList = function(url) {
* Loads a shader.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {number} shaderType The type of shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {boolean} opt_logShaders Whether to log shader source.
* @param {string} opt_shaderLabel Label that identifies the shader source in
* the log.
@ -1660,7 +1663,7 @@ var loadShader = function(
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {file} file The URL of the shader source.
* @param {number} type The type of shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {boolean} opt_logShaders Whether to log shader source.
* @return {!WebGLShader} The created shader.
*/
@ -1690,7 +1693,7 @@ var getScript = function(scriptId) {
* @param {string} scriptId The id of the script tag.
* @param {number} opt_shaderType The type of shader. If not passed in it will
* be derived from the type of the script tag.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {boolean} opt_logShaders Whether to log shader source.
* @return {!WebGLShader} The created shader.
*/
@ -1733,7 +1736,7 @@ var loadStandardProgram = function(gl) {
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} vertexShaderPath The URL of the vertex shader.
* @param {string} fragmentShaderPath The URL of the fragment shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLProgram} The created program.
*/
var loadProgramFromFile = function(
@ -1765,7 +1768,7 @@ var loadProgramFromFile = function(
* vertex shader.
* @param {string} fragmentScriptId The id of the script tag that contains the
* fragment shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLProgram} The created program.
*/
var loadProgramFromScript = function loadProgramFromScript(
@ -1806,7 +1809,7 @@ var createProgram = function(gl, vertexShader, fragmentShader, opt_errorCallback
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} vertexShader The vertex shader source.
* @param {string} fragmentShader The fragment shader source.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {function(string): void) opt_errorCallback callback for errors.
* @param {boolean} opt_logShaders Whether to log shader source.
* @return {!WebGLProgram} The created program.
*/
@ -2358,7 +2361,7 @@ var _requestAnimFrame;
*/
var requestAnimFrame = function(callback) {
if (!_requestAnimFrame) {
_requestAnimFrame = getPrefixedProperty(window, "requestAnimationFrame") ||
_requestAnimFrame = getPrefixedProperty(window, "requestAnimationFrame") ||
function(callback, element) {
return window.setTimeout(callback, 1000 / 70);
};