Merge mozilla-central and fx-team

This commit is contained in:
Ed Morley 2013-10-25 12:19:55 +01:00
Родитель 75604a8ce8 5805bbab91
Коммит af0a1da034
84 изменённых файлов: 3982 добавлений и 134 удалений

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@ -1166,6 +1166,9 @@ pref("devtools.scratchpad.recentFilesMax", 10);
pref("devtools.styleeditor.enabled", true);
pref("devtools.styleeditor.transitions", true);
// Enable the Shader Editor.
pref("devtools.shadereditor.enabled", false);
// Enable tools for Chrome development.
pref("devtools.chrome.enabled", false);

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@ -10,9 +10,7 @@ let Ci = Components.interfaces;
Cu.import("resource://gre/modules/XPCOMUtils.jsm");
Cu.import("resource://gre/modules/Services.jsm");
Cu.import("resource://gre/modules/PageThumbs.jsm");
#ifndef RELEASE_BUILD
Cu.import("resource://gre/modules/BackgroundPageThumbs.jsm");
#endif
Cu.import("resource://gre/modules/NewTabUtils.jsm");
Cu.import("resource://gre/modules/commonjs/sdk/core/promise.js");

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@ -131,12 +131,10 @@ Site.prototype = {
if (this.isPinned())
this._updateAttributes(true);
#ifndef RELEASE_BUILD
// request a staleness check for the thumbnail, which will cause page.js
// Capture the page if the thumbnail is missing, which will cause page.js
// to be notified and call our refreshThumbnail() method.
BackgroundPageThumbs.captureIfMissing(this.url);
// but still display whatever thumbnail might be available now.
#endif
this.refreshThumbnail();
},

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@ -6,6 +6,8 @@
const nsIPermissionManager = Components.interfaces.nsIPermissionManager;
const nsICookiePermission = Components.interfaces.nsICookiePermission;
const NOTIFICATION_FLUSH_PERMISSIONS = "flush-pending-permissions";
function Permission(host, rawHost, type, capability, perm)
{
this.host = host;
@ -183,6 +185,7 @@ var gPermissionManager = {
var os = Components.classes["@mozilla.org/observer-service;1"]
.getService(Components.interfaces.nsIObserverService);
os.notifyObservers(null, NOTIFICATION_FLUSH_PERMISSIONS, this._type);
os.addObserver(this, "perm-changed", false);
this._loadPermissions();

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@ -42,9 +42,13 @@ ManifestEditor.prototype = {
_onContainerReady: function(varWindow) {
let variablesContainer = varWindow.document.querySelector("#variables");
variablesContainer.classList.add("manifest-editor");
let editor = this.editor = new VariablesView(variablesContainer);
editor.onlyEnumVisible = true;
editor.alignedValues = true;
editor.actionsFirst = true;
if (this.editable) {
editor.eval = this._onEval;

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@ -1,4 +1,3 @@
# -*- Mode: python; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40 -*-
# vim: set filetype=python:
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this

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@ -51,6 +51,8 @@ browser.jar:
content/browser/devtools/debugger-view.js (debugger/debugger-view.js)
content/browser/devtools/debugger-toolbar.js (debugger/debugger-toolbar.js)
content/browser/devtools/debugger-panes.js (debugger/debugger-panes.js)
content/browser/devtools/shadereditor.xul (shadereditor/shadereditor.xul)
content/browser/devtools/shadereditor.js (shadereditor/shadereditor.js)
content/browser/devtools/profiler.xul (profiler/profiler.xul)
content/browser/devtools/cleopatra.html (profiler/cleopatra/cleopatra.html)
content/browser/devtools/profiler/cleopatra/css/ui.css (profiler/cleopatra/css/ui.css)

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@ -27,6 +27,7 @@ loader.lazyGetter(this, "InspectorPanel", () => require("devtools/inspector/insp
loader.lazyGetter(this, "WebConsolePanel", () => require("devtools/webconsole/panel").WebConsolePanel);
loader.lazyGetter(this, "DebuggerPanel", () => require("devtools/debugger/debugger-panel").DebuggerPanel);
loader.lazyImporter(this, "StyleEditorPanel", "resource:///modules/devtools/StyleEditorPanel.jsm");
loader.lazyGetter(this, "ShaderEditorPanel", () => require("devtools/shadereditor/panel").ShaderEditorPanel);
loader.lazyGetter(this, "ProfilerPanel", () => require("devtools/profiler/panel"));
loader.lazyGetter(this, "NetMonitorPanel", () => require("devtools/netmonitor/netmonitor-panel").NetMonitorPanel);
loader.lazyGetter(this, "ScratchpadPanel", () => require("devtools/scratchpad/scratchpad-panel").ScratchpadPanel);
@ -36,6 +37,7 @@ const toolboxProps = "chrome://browser/locale/devtools/toolbox.properties";
const inspectorProps = "chrome://browser/locale/devtools/inspector.properties";
const debuggerProps = "chrome://browser/locale/devtools/debugger.properties";
const styleEditorProps = "chrome://browser/locale/devtools/styleeditor.properties";
const shaderEditorProps = "chrome://browser/locale/devtools/shadereditor.properties";
const webConsoleProps = "chrome://browser/locale/devtools/webconsole.properties";
const profilerProps = "chrome://browser/locale/devtools/profiler.properties";
const netMonitorProps = "chrome://browser/locale/devtools/netmonitor.properties";
@ -44,6 +46,7 @@ loader.lazyGetter(this, "toolboxStrings", () => Services.strings.createBundle(to
loader.lazyGetter(this, "webConsoleStrings", () => Services.strings.createBundle(webConsoleProps));
loader.lazyGetter(this, "debuggerStrings", () => Services.strings.createBundle(debuggerProps));
loader.lazyGetter(this, "styleEditorStrings", () => Services.strings.createBundle(styleEditorProps));
loader.lazyGetter(this, "shaderEditorStrings", () => Services.strings.createBundle(shaderEditorProps));
loader.lazyGetter(this, "inspectorStrings", () => Services.strings.createBundle(inspectorProps));
loader.lazyGetter(this, "profilerStrings",() => Services.strings.createBundle(profilerProps));
loader.lazyGetter(this, "netMonitorStrings", () => Services.strings.createBundle(netMonitorProps));
@ -166,11 +169,30 @@ Tools.styleEditor = {
}
};
Tools.shaderEditor = {
id: "shadereditor",
ordinal: 5,
visibilityswitch: "devtools.shadereditor.enabled",
icon: "chrome://browser/skin/devtools/tool-styleeditor.png",
url: "chrome://browser/content/devtools/shadereditor.xul",
label: l10n("ToolboxShaderEditor.label", shaderEditorStrings),
tooltip: l10n("ToolboxShaderEditor.tooltip", shaderEditorStrings),
isTargetSupported: function(target) {
return true;
},
build: function(iframeWindow, toolbox) {
let panel = new ShaderEditorPanel(iframeWindow, toolbox);
return panel.open();
}
};
Tools.jsprofiler = {
id: "jsprofiler",
accesskey: l10n("profiler.accesskey", profilerStrings),
key: l10n("profiler2.commandkey", profilerStrings),
ordinal: 5,
ordinal: 6,
modifiers: "shift",
visibilityswitch: "devtools.profiler.enabled",
icon: "chrome://browser/skin/devtools/tool-profiler.png",
@ -193,7 +215,7 @@ Tools.netMonitor = {
id: "netmonitor",
accesskey: l10n("netmonitor.accesskey", netMonitorStrings),
key: l10n("netmonitor.commandkey", netMonitorStrings),
ordinal: 6,
ordinal: 7,
modifiers: osString == "Darwin" ? "accel,alt" : "accel,shift",
visibilityswitch: "devtools.netmonitor.enabled",
icon: "chrome://browser/skin/devtools/tool-network.png",
@ -214,7 +236,7 @@ Tools.netMonitor = {
Tools.scratchpad = {
id: "scratchpad",
ordinal: 7,
ordinal: 8,
visibilityswitch: "devtools.scratchpad.enabled",
icon: "chrome://browser/skin/devtools/tool-scratchpad.png",
url: "chrome://browser/content/devtools/scratchpad.xul",
@ -234,10 +256,11 @@ Tools.scratchpad = {
let defaultTools = [
Tools.options,
Tools.styleEditor,
Tools.webConsole,
Tools.jsdebugger,
Tools.inspector,
Tools.jsdebugger,
Tools.styleEditor,
Tools.shaderEditor,
Tools.jsprofiler,
Tools.netMonitor,
Tools.scratchpad

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@ -5,24 +5,25 @@
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
DIRS += [
'inspector',
'markupview',
'webconsole',
'app-manager',
'commandline',
'debugger',
'fontinspector',
'framework',
'inspector',
'layoutview',
'markupview',
'netmonitor',
'profiler',
'responsivedesign',
'scratchpad',
'shadereditor',
'shared',
'sourceeditor',
'styleeditor',
'styleinspector',
'tilt',
'scratchpad',
'debugger',
'netmonitor',
'layoutview',
'shared',
'responsivedesign',
'framework',
'profiler',
'fontinspector',
'app-manager',
'webconsole',
]
EXTRA_COMPONENTS += [

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@ -2044,6 +2044,7 @@ NetworkDetailsView.prototype = {
* DOM query helper.
*/
function $(aSelector, aTarget = document) aTarget.querySelector(aSelector);
function $all(aSelector, aTarget = document) aTarget.querySelectorAll(aSelector);
/**
* Helper for getting an nsIURL instance out of a string.

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@ -9,7 +9,7 @@ function test() {
initNetMonitor(STATUS_CODES_URL).then(([aTab, aDebuggee, aMonitor]) => {
info("Starting test... ");
let { L10N, NetMonitorView } = aMonitor.panelWin;
let { $all, L10N, NetMonitorView } = aMonitor.panelWin;
let { RequestsMenu } = NetMonitorView;
RequestsMenu.lazyUpdate = false;
@ -182,6 +182,8 @@ function test() {
"There should be a total of 5 items in the requests menu.");
is(RequestsMenu.visibleItems.length, 5,
"There should be a total of 5 visbile items in the requests menu.");
is($all(".side-menu-widget-item").length, 5,
"The visible items in the requests menu are, in fact, visible!");
is(RequestsMenu.getItemAtIndex(0), RequestsMenu.items[0],
"The requests menu items aren't ordered correctly. First item is misplaced.");

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@ -13,7 +13,7 @@ function test() {
// of the heavy dom manipulation associated with sorting.
requestLongerTimeout(2);
let { $, L10N, NetMonitorView } = aMonitor.panelWin;
let { $, $all, L10N, NetMonitorView } = aMonitor.panelWin;
let { RequestsMenu } = NetMonitorView;
RequestsMenu.lazyUpdate = false;
@ -178,6 +178,8 @@ function test() {
"There should be a total of 5 items in the requests menu.");
is(RequestsMenu.visibleItems.length, 5,
"There should be a total of 5 visbile items in the requests menu.");
is($all(".side-menu-widget-item").length, 5,
"The visible items in the requests menu are, in fact, visible!");
is(RequestsMenu.getItemAtIndex(0), RequestsMenu.items[0],
"The requests menu items aren't ordered correctly. First item is misplaced.");

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@ -13,7 +13,7 @@ function test() {
// of the heavy dom manipulation associated with sorting.
requestLongerTimeout(2);
let { $, L10N, NetMonitorView } = aMonitor.panelWin;
let { $, $all, L10N, NetMonitorView } = aMonitor.panelWin;
let { RequestsMenu } = NetMonitorView;
RequestsMenu.lazyUpdate = false;
@ -114,6 +114,8 @@ function test() {
"There should be a specific number of items in the requests menu.");
is(RequestsMenu.visibleItems.length, aOrder.length,
"There should be a specific number of visbile items in the requests menu.");
is($all(".side-menu-widget-item").length, aOrder.length,
"The visible items in the requests menu are, in fact, visible!");
for (let i = 0; i < aOrder.length; i++) {
is(RequestsMenu.getItemAtIndex(i), RequestsMenu.items[i],

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@ -0,0 +1,13 @@
# vim: set filetype=python:
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
TEST_DIRS += ['test']
JS_MODULES_PATH = 'modules/devtools/shadereditor'
EXTRA_JS_MODULES += [
'panel.js'
]

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@ -0,0 +1,65 @@
/* -*- Mode: javascript; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
const { Cc, Ci, Cu, Cr } = require("chrome");
const promise = require("sdk/core/promise");
const EventEmitter = require("devtools/shared/event-emitter");
const { WebGLFront } = require("devtools/server/actors/webgl");
function ShaderEditorPanel(iframeWindow, toolbox) {
this.panelWin = iframeWindow;
this._toolbox = toolbox;
this._destroyer = null;
EventEmitter.decorate(this);
};
exports.ShaderEditorPanel = ShaderEditorPanel;
ShaderEditorPanel.prototype = {
open: function() {
let targetPromise;
// Local debugging needs to make the target remote.
if (!this.target.isRemote) {
targetPromise = this.target.makeRemote();
} else {
targetPromise = promise.resolve(this.target);
}
return targetPromise
.then(() => {
this.panelWin.gTarget = this.target;
this.panelWin.gFront = new WebGLFront(this.target.client, this.target.form);
return this.panelWin.startupShaderEditor();
})
.then(() => {
this.isReady = true;
this.emit("ready");
return this;
})
.then(null, function onError(aReason) {
Cu.reportError("ShaderEditorPanel open failed. " +
aReason.error + ": " + aReason.message);
});
},
// DevToolPanel API
get target() this._toolbox.target,
destroy: function() {
// Make sure this panel is not already destroyed.
if (this._destroyer) {
return this._destroyer;
}
return this._destroyer = this.panelWin.shutdownShaderEditor().then(() => {
this.emit("destroyed");
});
}
};

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@ -0,0 +1,396 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
const { classes: Cc, interfaces: Ci, utils: Cu, results: Cr } = Components;
Cu.import("resource://gre/modules/Services.jsm");
Cu.import("resource://gre/modules/XPCOMUtils.jsm");
Cu.import("resource://gre/modules/Task.jsm");
Cu.import("resource://gre/modules/devtools/Loader.jsm");
Cu.import("resource:///modules/devtools/SideMenuWidget.jsm");
Cu.import("resource:///modules/devtools/ViewHelpers.jsm");
const require = Cu.import("resource://gre/modules/devtools/Loader.jsm", {}).devtools.require;
const promise = require("sdk/core/promise");
const EventEmitter = require("devtools/shared/event-emitter");
const Editor = require("devtools/sourceeditor/editor");
// The panel's window global is an EventEmitter firing the following events:
const EVENTS = {
// When the vertex and fragment sources were shown in the editor.
SOURCES_SHOWN: "ShaderEditor:SourcesShown",
// When a shader's source was edited and compiled via the editor.
SHADER_COMPILED: "ShaderEditor:ShaderCompiled"
};
const STRINGS_URI = "chrome://browser/locale/devtools/shadereditor.properties"
const HIGHLIGHT_COLOR = [1, 0, 0, 1];
const BLACKBOX_COLOR = [0, 0, 0, 0];
const TYPING_MAX_DELAY = 500;
const SHADERS_AUTOGROW_ITEMS = 4;
const DEFAULT_EDITOR_CONFIG = {
mode: Editor.modes.text,
lineNumbers: true,
showAnnotationRuler: true
};
/**
* The current target and the WebGL Editor front, set by this tool's host.
*/
let gTarget, gFront;
/**
* Initializes the shader editor controller and views.
*/
function startupShaderEditor() {
return promise.all([
EventsHandler.initialize(),
ShadersListView.initialize(),
ShadersEditorsView.initialize()
]);
}
/**
* Destroys the shader editor controller and views.
*/
function shutdownShaderEditor() {
return promise.all([
EventsHandler.destroy(),
ShadersListView.destroy(),
ShadersEditorsView.destroy()
]);
}
/**
* Functions handling target-related lifetime events.
*/
let EventsHandler = {
/**
* Listen for events emitted by the current tab target.
*/
initialize: function() {
this._onWillNavigate = this._onWillNavigate.bind(this);
this._onProgramLinked = this._onProgramLinked.bind(this);
gTarget.on("will-navigate", this._onWillNavigate);
gFront.on("program-linked", this._onProgramLinked);
},
/**
* Remove events emitted by the current tab target.
*/
destroy: function() {
gTarget.off("will-navigate", this._onWillNavigate);
gFront.off("program-linked", this._onProgramLinked);
},
/**
* Called for each location change in the debugged tab.
*/
_onWillNavigate: function() {
gFront.setup();
ShadersListView.empty();
ShadersEditorsView.setText({ vs: "", fs: "" });
$("#reload-notice").hidden = true;
$("#waiting-notice").hidden = false;
$("#content").hidden = true;
},
/**
* Called every time a program was linked in the debugged tab.
*/
_onProgramLinked: function(programActor) {
$("#waiting-notice").hidden = true;
$("#reload-notice").hidden = true;
$("#content").hidden = false;
ShadersListView.addProgram(programActor);
}
};
/**
* Functions handling the sources UI.
*/
let ShadersListView = Heritage.extend(WidgetMethods, {
/**
* Initialization function, called when the tool is started.
*/
initialize: function() {
this.widget = new SideMenuWidget(this._pane = $("#shaders-pane"), {
showArrows: true,
showItemCheckboxes: true
});
this._onShaderSelect = this._onShaderSelect.bind(this);
this._onShaderCheck = this._onShaderCheck.bind(this);
this._onShaderMouseEnter = this._onShaderMouseEnter.bind(this);
this._onShaderMouseLeave = this._onShaderMouseLeave.bind(this);
this.widget.addEventListener("select", this._onShaderSelect, false);
this.widget.addEventListener("check", this._onShaderCheck, false);
this.widget.addEventListener("mouseenter", this._onShaderMouseEnter, true);
this.widget.addEventListener("mouseleave", this._onShaderMouseLeave, true);
},
/**
* Destruction function, called when the tool is closed.
*/
destroy: function() {
this.widget.removeEventListener("select", this._onShaderSelect, false);
this.widget.removeEventListener("check", this._onShaderCheck, false);
this.widget.removeEventListener("mouseenter", this._onShaderMouseEnter, true);
this.widget.removeEventListener("mouseleave", this._onShaderMouseLeave, true);
},
/**
* Adds a program to this programs container.
*
* @param object programActor
* The program actor coming from the active thread.
*/
addProgram: function(programActor) {
// Currently, there's no good way of differentiating between programs
// in a way that helps humans. It will be a good idea to implement a
// standard of allowing debuggees to add some identifiable metadata to their
// program sources or instances.
let label = L10N.getFormatStr("shadersList.programLabel", this.itemCount);
// Append a program item to this container.
this.push([label, ""], {
index: -1, /* specifies on which position should the item be appended */
relaxed: true, /* this container should allow dupes & degenerates */
attachment: {
programActor: programActor,
checkboxState: true,
checkboxTooltip: L10N.getStr("shadersList.blackboxLabel")
}
});
// Make sure there's always a selected item available.
if (!this.selectedItem) {
this.selectedIndex = 0;
}
},
/**
* The select listener for the sources container.
*/
_onShaderSelect: function({ detail: sourceItem }) {
if (!sourceItem) {
return;
}
// The container is not empty and an actual item was selected.
let attachment = sourceItem.attachment;
function getShaders() {
return promise.all([
attachment.vs || (attachment.vs = attachment.programActor.getVertexShader()),
attachment.fs || (attachment.fs = attachment.programActor.getFragmentShader())
]);
}
function getSources([vertexShaderActor, fragmentShaderActor]) {
return promise.all([
vertexShaderActor.getText(),
fragmentShaderActor.getText()
]);
}
function showSources([vertexShaderText, fragmentShaderText]) {
ShadersEditorsView.setText({
vs: vertexShaderText,
fs: fragmentShaderText
});
}
getShaders().then(getSources).then(showSources).then(null, Cu.reportError);
},
/**
* The check listener for the sources container.
*/
_onShaderCheck: function({ detail: { checked }, target }) {
let sourceItem = this.getItemForElement(target);
let attachment = sourceItem.attachment;
attachment.isBlackBoxed = !checked;
attachment.programActor[checked ? "unhighlight" : "highlight"](BLACKBOX_COLOR);
},
/**
* The mouseenter listener for the sources container.
*/
_onShaderMouseEnter: function(e) {
let sourceItem = this.getItemForElement(e.target, { noSiblings: true });
if (sourceItem && !sourceItem.attachment.isBlackBoxed) {
sourceItem.attachment.programActor.highlight(HIGHLIGHT_COLOR);
if (e instanceof Event) {
e.preventDefault();
e.stopPropagation();
}
}
},
/**
* The mouseleave listener for the sources container.
*/
_onShaderMouseLeave: function(e) {
let sourceItem = this.getItemForElement(e.target, { noSiblings: true });
if (sourceItem && !sourceItem.attachment.isBlackBoxed) {
sourceItem.attachment.programActor.unhighlight();
if (e instanceof Event) {
e.preventDefault();
e.stopPropagation();
}
}
}
});
/**
* Functions handling the editors displaying the vertex and fragment shaders.
*/
let ShadersEditorsView = {
/**
* Initialization function, called when the tool is started.
*/
initialize: function() {
XPCOMUtils.defineLazyGetter(this, "_editorPromises", () => new Map());
this._vsFocused = this._onFocused.bind(this, "vs", "fs");
this._fsFocused = this._onFocused.bind(this, "fs", "vs");
this._vsChanged = this._onChanged.bind(this, "vs");
this._fsChanged = this._onChanged.bind(this, "fs");
},
/**
* Destruction function, called when the tool is closed.
*/
destroy: function() {
this._toggleListeners("off");
},
/**
* Sets the text displayed in the vertex and fragment shader editors.
*
* @param object sources
* An object containing the following properties
* - vs: the vertex shader source code
* - fs: the fragment shader source code
*/
setText: function(sources) {
function setTextAndClearHistory(editor, text) {
editor.setText(text);
editor.clearHistory();
}
this._toggleListeners("off");
this._getEditor("vs").then(e => setTextAndClearHistory(e, sources.vs));
this._getEditor("fs").then(e => setTextAndClearHistory(e, sources.fs));
this._toggleListeners("on");
window.emit(EVENTS.SOURCES_SHOWN, sources);
},
/**
* Lazily initializes and returns a promise for an Editor instance.
*
* @param string type
* Specifies for which shader type should an editor be retrieved,
* either are "vs" for a vertex, or "fs" for a fragment shader.
*/
_getEditor: function(type) {
if ($("#content").hidden) {
return promise.reject(null);
}
if (this._editorPromises.has(type)) {
return this._editorPromises.get(type);
}
let deferred = promise.defer();
this._editorPromises.set(type, deferred.promise);
// Initialize the source editor and store the newly created instance
// in the ether of a resolved promise's value.
let parent = $("#" + type +"-editor");
let editor = new Editor(DEFAULT_EDITOR_CONFIG);
editor.appendTo(parent).then(() => deferred.resolve(editor));
return deferred.promise;
},
/**
* Toggles all the event listeners for the editors either on or off.
*
* @param string flag
* Either "on" to enable the event listeners, "off" to disable them.
*/
_toggleListeners: function(flag) {
["vs", "fs"].forEach(type => {
this._getEditor(type).then(editor => {
editor[flag]("focus", this["_" + type + "Focused"]);
editor[flag]("change", this["_" + type + "Changed"]);
});
});
},
/**
* The focus listener for a source editor.
*
* @param string focused
* The corresponding shader type for the focused editor (e.g. "vs").
* @param string focused
* The corresponding shader type for the other editor (e.g. "fs").
*/
_onFocused: function(focused, unfocused) {
$("#" + focused + "-editor-label").setAttribute("selected", "");
$("#" + unfocused + "-editor-label").removeAttribute("selected");
},
/**
* The change listener for a source editor.
*
* @param string type
* The corresponding shader type for the focused editor (e.g. "vs").
*/
_onChanged: function(type) {
setNamedTimeout("gl-typed", TYPING_MAX_DELAY, () => this._doCompile(type));
},
/**
* Recompiles the source code for the shader being edited.
* This function is fired at a certain delay after the user stops typing.
*
* @param string type
* The corresponding shader type for the focused editor (e.g. "vs").
*/
_doCompile: function(type) {
Task.spawn(function() {
let editor = yield this._getEditor(type);
let shaderActor = yield ShadersListView.selectedAttachment[type];
try {
yield shaderActor.compile(editor.getText());
window.emit(EVENTS.SHADER_COMPILED, null);
// TODO: remove error gutter markers, after bug 919709 lands.
} catch (error) {
window.emit(EVENTS.SHADER_COMPILED, error);
// TODO: add error gutter markers, after bug 919709 lands.
}
}.bind(this));
}
};
/**
* Localization convenience methods.
*/
let L10N = new ViewHelpers.L10N(STRINGS_URI);
/**
* Convenient way of emitting events from the panel window.
*/
EventEmitter.decorate(this);
/**
* DOM query helper.
*/
function $(selector, target = document) target.querySelector(selector);

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<?xml version="1.0"?>
<!-- This Source Code Form is subject to the terms of the Mozilla Public
- License, v. 2.0. If a copy of the MPL was not distributed with this
- file, You can obtain one at http://mozilla.org/MPL/2.0/. -->
<?xml-stylesheet href="chrome://browser/skin/" type="text/css"?>
<?xml-stylesheet href="chrome://browser/skin/devtools/common.css" type="text/css"?>
<?xml-stylesheet href="chrome://browser/skin/devtools/widgets.css" type="text/css"?>
<?xml-stylesheet href="chrome://browser/skin/devtools/shadereditor.css" type="text/css"?>
<?xml-stylesheet href="chrome://browser/content/devtools/widgets.css" type="text/css"?>
<!DOCTYPE window [
<!ENTITY % debuggerDTD SYSTEM "chrome://browser/locale/devtools/shadereditor.dtd">
%debuggerDTD;
]>
<window xmlns="http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul">
<script type="application/javascript" src="shadereditor.js"/>
<vbox id="body" flex="1">
<hbox id="reload-notice"
class="notice-container"
align="center"
pack="center"
flex="1">
<button id="requests-menu-reload-notice-button"
class="devtools-toolbarbutton"
label="&shaderEditorUI.reloadNotice1;"
oncommand="gFront.setup();"/>
<label id="requests-menu-reload-notice-label"
class="plain"
value="&shaderEditorUI.reloadNotice2;"/>
</hbox>
<hbox id="waiting-notice"
class="notice-container"
align="center"
pack="center"
flex="1"
hidden="true">
<label id="requests-menu-waiting-notice-label"
class="plain"
value="&shaderEditorUI.emptyNotice;"/>
</hbox>
<hbox id="content" flex="1" hidden="true">
<vbox id="shaders-pane"/>
<splitter class="devtools-side-splitter"/>
<hbox id="shaders-editors" flex="1">
<vbox flex="1">
<vbox id="vs-editor" flex="1"/>
<label id="vs-editor-label"
class="plain editor-label"
value="&shaderEditorUI.vertexShader;"/>
</vbox>
<splitter id="editors-splitter" class="devtools-side-splitter"/>
<vbox flex="1">
<vbox id="fs-editor" flex="1"/>
<label id="fs-editor-label"
class="plain editor-label"
value="&shaderEditorUI.fragmentShader;"/>
</vbox>
</hbox>
</hbox>
</vbox>
</window>

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[DEFAULT]
support-files =
doc_multiple-contexts.html
doc_shader-order.html
doc_simple-canvas.html
head.js
[browser_se_aaa_run_first_leaktest.js]
[browser_se_editors-contents.js]
[browser_se_editors-lazy-init.js]
[browser_se_first-run.js]
[browser_se_navigation.js]
[browser_se_programs-blackbox.js]
[browser_se_programs-cache.js]
[browser_se_programs-highlight.js]
[browser_se_programs-list.js]
[browser_se_shaders-edit-01.js]
[browser_se_shaders-edit-02.js]
[browser_se_shaders-edit-03.js]
[browser_webgl-actor-test-01.js]
[browser_webgl-actor-test-02.js]
[browser_webgl-actor-test-03.js]
[browser_webgl-actor-test-04.js]
[browser_webgl-actor-test-05.js]
[browser_webgl-actor-test-06.js]
[browser_webgl-actor-test-07.js]
[browser_webgl-actor-test-08.js]
[browser_webgl-actor-test-09.js]
[browser_webgl-actor-test-10.js]
[browser_webgl-actor-test-11.js]
[browser_webgl-actor-test-12.js]
[browser_webgl-actor-test-13.js]
[browser_webgl-actor-test-14.js]

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if the shader editor leaks on initialization and sudden destruction.
* You can also use this initialization format as a template for other tests.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(SIMPLE_CANVAS_URL);
ok(target, "Should have a target available.");
ok(debuggee, "Should have a debuggee available.");
ok(panel, "Should have a panel available.");
yield teardown(panel);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if the editors contain the correct text when a program
* becomes available.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(SIMPLE_CANVAS_URL);
let { gFront, ShadersEditorsView } = panel.panelWin;
reload(target);
yield once(gFront, "program-linked");
let vsEditor = yield ShadersEditorsView._getEditor("vs");
let fsEditor = yield ShadersEditorsView._getEditor("fs");
is(vsEditor.getText().indexOf("gl_Position"), 170,
"The vertex shader editor contains the correct text.");
is(fsEditor.getText().indexOf("gl_FragColor"), 97,
"The fragment shader editor contains the correct text.");
yield teardown(panel);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if source editors are lazily initialized.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(SIMPLE_CANVAS_URL);
let { gFront, ShadersEditorsView } = panel.panelWin;
try {
yield ShadersEditorsView._getEditor("vs");
ok(false, "The promise for a vertex shader editor should be rejected.");
} catch (e) {
ok(true, "The vertex shader editors wasn't initialized.");
}
try {
yield ShadersEditorsView._getEditor("fs");
ok(false, "The promise for a fragment shader editor should be rejected.");
} catch (e) {
ok(true, "The fragment shader editors wasn't initialized.");
}
reload(target);
yield once(gFront, "program-linked");
let vsEditor = yield ShadersEditorsView._getEditor("vs");
let fsEditor = yield ShadersEditorsView._getEditor("fs");
ok(vsEditor, "A vertex shader editor was initialized.");
ok(fsEditor, "A fragment shader editor was initialized.");
isnot(vsEditor, fsEditor,
"The vertex shader editor is distinct from the fragment shader editor.");
let vsEditor2 = yield ShadersEditorsView._getEditor("vs");
let fsEditor2 = yield ShadersEditorsView._getEditor("fs");
is(vsEditor, vsEditor2,
"The vertex shader editor instances are cached.");
is(fsEditor, fsEditor2,
"The fragment shader editor instances are cached.");
yield teardown(panel);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if the shader editor shows the appropriate UI when opened.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(SIMPLE_CANVAS_URL);
let { gFront, $ } = panel.panelWin;
is($("#reload-notice").hidden, false,
"The 'reload this page' notice should initially be visible.");
is($("#waiting-notice").hidden, true,
"The 'waiting for a WebGL context' notice should initially be hidden.");
is($("#content").hidden, true,
"The tool's content should initially be hidden.");
let navigating = once(target, "will-navigate");
let linked = once(gFront, "program-linked");
reload(target);
yield navigating;
is($("#reload-notice").hidden, true,
"The 'reload this page' notice should be hidden when navigating.");
is($("#waiting-notice").hidden, false,
"The 'waiting for a WebGL context' notice should be visible when navigating.");
is($("#content").hidden, true,
"The tool's content should still be hidden.");
yield linked;
is($("#reload-notice").hidden, true,
"The 'reload this page' notice should be hidden after linking.");
is($("#waiting-notice").hidden, true,
"The 'waiting for a WebGL context' notice should be hidden after linking.");
is($("#content").hidden, false,
"The tool's content should not be hidden anymore.");
yield teardown(panel);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests target navigations are handled correctly in the UI.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(SIMPLE_CANVAS_URL);
let { gFront, $, ShadersListView, ShadersEditorsView } = panel.panelWin;
reload(target);
yield once(gFront, "program-linked");
is($("#reload-notice").hidden, true,
"The 'reload this page' notice should be hidden after linking.");
is($("#waiting-notice").hidden, true,
"The 'waiting for a WebGL context' notice should be visible after linking.");
is($("#content").hidden, false,
"The tool's content should not be hidden anymore.");
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.");
let vsEditor = yield ShadersEditorsView._getEditor("vs");
let fsEditor = yield ShadersEditorsView._getEditor("fs");
is(vsEditor.getText().indexOf("gl_Position"), 170,
"The vertex shader editor contains the correct text.");
is(fsEditor.getText().indexOf("gl_FragColor"), 97,
"The fragment shader editor contains the correct text.");
let navigating = once(target, "will-navigate");
let navigated = once(target, "will-navigate");
navigate(target, "about:blank");
yield navigating;
is($("#reload-notice").hidden, true,
"The 'reload this page' notice should be hidden while navigating.");
is($("#waiting-notice").hidden, false,
"The 'waiting for a WebGL context' notice should be visible while navigating.");
is($("#content").hidden, true,
"The tool's content should be hidden now that there's no WebGL content.");
is(ShadersListView.itemCount, 0,
"The shaders list should be empty.");
is(ShadersListView.selectedItem, null,
"The shaders list has no correct item.");
is(ShadersListView.selectedIndex, -1,
"The shaders list has a negative index.");
try {
yield ShadersEditorsView._getEditor("vs");
ok(false, "The promise for a vertex shader editor should be rejected.");
} catch (e) {
ok(true, "The vertex shader editors wasn't initialized.");
}
try {
yield ShadersEditorsView._getEditor("fs");
ok(false, "The promise for a fragment shader editor should be rejected.");
} catch (e) {
ok(true, "The fragment shader editors wasn't initialized.");
}
yield navigated;
is($("#reload-notice").hidden, true,
"The 'reload this page' notice should still be hidden after navigating.");
is($("#waiting-notice").hidden, false,
"The 'waiting for a WebGL context' notice should still be visible after navigating.");
is($("#content").hidden, true,
"The tool's content should be still hidden since there's no WebGL content.");
yield teardown(panel);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if blackboxing a program works properly.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(MULTIPLE_CONTEXTS_URL);
let { gFront, EVENTS, ShadersListView, ShadersEditorsView } = panel.panelWin;
once(panel.panelWin, EVENTS.SHADER_COMPILED).then(() => {
ok(false, "No shaders should be publicly compiled during this test.");
});
reload(target);
let firstProgramActor = yield once(gFront, "program-linked");
let secondProgramActor = yield once(gFront, "program-linked");
let vsEditor = yield ShadersEditorsView._getEditor("vs");
let fsEditor = yield ShadersEditorsView._getEditor("fs");
vsEditor.once("change", () => {
ok(false, "The vertex shader source was unexpectedly changed.");
});
fsEditor.once("change", () => {
ok(false, "The fragment shader source was unexpectedly changed.");
});
once(panel.panelWin, EVENTS.SOURCES_SHOWN).then(() => {
ok(false, "No sources should be changed form this point onward.");
});
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(!ShadersListView.selectedAttachment.isBlackBoxed,
"The first program should not be blackboxed yet.");
is(getBlackBoxCheckbox(panel, 0).checked, true,
"The first blackbox checkbox should be initially checked.");
ok(!ShadersListView.attachments[1].isBlackBoxed,
"The second program should not be blackboxed yet.");
is(getBlackBoxCheckbox(panel, 1).checked, true,
"The second blackbox checkbox should be initially checked.");
getBlackBoxCheckbox(panel, 0).click();
ok(ShadersListView.selectedAttachment.isBlackBoxed,
"The first program should now be blackboxed.");
is(getBlackBoxCheckbox(panel, 0).checked, false,
"The first blackbox checkbox should now be unchecked.");
ok(!ShadersListView.attachments[1].isBlackBoxed,
"The second program should still not be blackboxed.");
is(getBlackBoxCheckbox(panel, 1).checked, true,
"The second blackbox checkbox should still be checked.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The first program was correctly blackboxed.");
getBlackBoxCheckbox(panel, 1).click();
ok(ShadersListView.selectedAttachment.isBlackBoxed,
"The first program should still be blackboxed.");
is(getBlackBoxCheckbox(panel, 0).checked, false,
"The first blackbox checkbox should still be unchecked.");
ok(ShadersListView.attachments[1].isBlackBoxed,
"The second program should now be blackboxed.");
is(getBlackBoxCheckbox(panel, 1).checked, false,
"The second blackbox checkbox should now be unchecked.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas2");
ok(true, "The second program was correctly blackboxed.");
ShadersListView._onShaderMouseEnter({ target: getItemLabel(panel, 0) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas2");
ok(true, "Highlighting didn't work while blackboxed (1).");
ShadersListView._onShaderMouseLeave({ target: getItemLabel(panel, 0) });
ShadersListView._onShaderMouseEnter({ target: getItemLabel(panel, 1) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas2");
ok(true, "Highlighting didn't work while blackboxed (2).");
ShadersListView._onShaderMouseLeave({ target: getItemLabel(panel, 1) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 0, b: 0, a: 0 }, true, "#canvas2");
ok(true, "Highlighting didn't work while blackboxed (3).");
getBlackBoxCheckbox(panel, 0).click();
getBlackBoxCheckbox(panel, 1).click();
ok(!ShadersListView.selectedAttachment.isBlackBoxed,
"The first program should now be unblackboxed.");
is(getBlackBoxCheckbox(panel, 0).checked, true,
"The first blackbox checkbox should now be rechecked.");
ok(!ShadersListView.attachments[1].isBlackBoxed,
"The second program should now be unblackboxed.");
is(getBlackBoxCheckbox(panel, 1).checked, true,
"The second blackbox checkbox should now be rechecked.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The two programs were correctly unblackboxed.");
ShadersListView._onShaderMouseEnter({ target: getItemLabel(panel, 0) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The first program was correctly highlighted.");
ShadersListView._onShaderMouseLeave({ target: getItemLabel(panel, 0) });
ShadersListView._onShaderMouseEnter({ target: getItemLabel(panel, 1) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas2");
ok(true, "The second program was correctly highlighted.");
ShadersListView._onShaderMouseLeave({ target: getItemLabel(panel, 1) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The two programs were correctly unhighlighted.");
yield teardown(panel);
finish();
}
function getItemLabel(aPanel, aIndex) {
return aPanel.panelWin.document.querySelectorAll(
".side-menu-widget-item-label")[aIndex];
}
function getBlackBoxCheckbox(aPanel, aIndex) {
return aPanel.panelWin.document.querySelectorAll(
".side-menu-widget-item-checkbox")[aIndex];
}
function once(aTarget, aEvent) {
let deferred = promise.defer();
aTarget.once(aEvent, deferred.resolve);
return deferred.promise;
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests that program and shader actors are cached in the frontend.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(MULTIPLE_CONTEXTS_URL);
let { gFront, ShadersListView, ShadersEditorsView } = panel.panelWin;
reload(target);
let programActor = yield once(gFront, "program-linked");
let programItem = ShadersListView.selectedItem;
is(programItem.attachment.programActor, programActor,
"The correct program actor is cached for the selected item.");
is((yield programActor.getVertexShader()),
(yield programItem.attachment.vs),
"The cached vertex shader promise returns the correct actor.");
is((yield programActor.getFragmentShader()),
(yield programItem.attachment.fs),
"The cached fragment shader promise returns the correct actor.");
is((yield (yield programActor.getVertexShader()).getText()),
(yield (yield ShadersEditorsView._getEditor("vs")).getText()),
"The cached vertex shader promise returns the correct text.");
is((yield (yield programActor.getFragmentShader()).getText()),
(yield (yield ShadersEditorsView._getEditor("fs")).getText()),
"The cached fragment shader promise returns the correct text.");
yield teardown(panel);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if highlighting a program works properly.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(MULTIPLE_CONTEXTS_URL);
let { gFront, EVENTS, ShadersListView, ShadersEditorsView } = panel.panelWin;
once(panel.panelWin, EVENTS.SHADER_COMPILED).then(() => {
ok(false, "No shaders should be publicly compiled during this test.");
});
reload(target);
let firstProgramActor = yield once(gFront, "program-linked");
let secondProgramActor = yield once(gFront, "program-linked");
let vsEditor = yield ShadersEditorsView._getEditor("vs");
let fsEditor = yield ShadersEditorsView._getEditor("fs");
vsEditor.once("change", () => {
ok(false, "The vertex shader source was unexpectedly changed.");
});
fsEditor.once("change", () => {
ok(false, "The fragment shader source was unexpectedly changed.");
});
once(panel.panelWin, EVENTS.SOURCES_SHOWN).then(() => {
ok(false, "No sources should be changed form this point onward.");
});
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ShadersListView._onShaderMouseEnter({ target: getItemLabel(panel, 0) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The first program was correctly highlighted.");
ShadersListView._onShaderMouseLeave({ target: getItemLabel(panel, 0) });
ShadersListView._onShaderMouseEnter({ target: getItemLabel(panel, 1) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas2");
ok(true, "The second program was correctly highlighted.");
ShadersListView._onShaderMouseLeave({ target: getItemLabel(panel, 1) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The two programs were correctly unhighlighted.");
ShadersListView._onShaderMouseEnter({ target: getBlackBoxCheckbox(panel, 0) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The two programs were left unchanged after hovering a blackbox checkbox.");
ShadersListView._onShaderMouseLeave({ target: getBlackBoxCheckbox(panel, 0) });
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The two programs were left unchanged after unhovering a blackbox checkbox.");
yield teardown(panel);
finish();
}
function getItemLabel(aPanel, aIndex) {
return aPanel.panelWin.document.querySelectorAll(
".side-menu-widget-item-label")[aIndex];
}
function getBlackBoxCheckbox(aPanel, aIndex) {
return aPanel.panelWin.document.querySelectorAll(
".side-menu-widget-item-checkbox")[aIndex];
}
function once(aTarget, aEvent) {
let deferred = promise.defer();
aTarget.once(aEvent, deferred.resolve);
return deferred.promise;
}

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/* 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, debuggee, 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 = yield once(gFront, "program-linked");
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.");
let secondProgramActor = yield once(gFront, "program-linked");
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.");
is(ShadersListView.labels[0], L10N.getFormatStr("shadersList.programLabel", 0),
"The correct first label is shown in the shaders list.");
is(ShadersListView.labels[1], 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 once(aTarget, aEvent) {
let deferred = promise.defer();
aTarget.once(aEvent, deferred.resolve);
return deferred.promise;
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if editing a vertex and a fragment shader works properly.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(SIMPLE_CANVAS_URL);
let { gFront, $, EVENTS, ShadersEditorsView } = panel.panelWin;
reload(target);
yield once(gFront, "program-linked");
let vsEditor = yield ShadersEditorsView._getEditor("vs");
let fsEditor = yield ShadersEditorsView._getEditor("fs");
is(vsEditor.getText().indexOf("gl_Position"), 170,
"The vertex shader editor contains the correct text.");
is(fsEditor.getText().indexOf("gl_FragColor"), 97,
"The fragment shader editor contains the correct text.");
is($("#vs-editor-label").hasAttribute("selected"), false,
"The vertex shader editor shouldn't be initially selected.");
is($("#fs-editor-label").hasAttribute("selected"), false,
"The vertex shader editor shouldn't be initially selected.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 128, y: 128 }, { r: 191, g: 64, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
vsEditor.focus();
is($("#vs-editor-label").hasAttribute("selected"), true,
"The vertex shader editor should now be selected.");
is($("#fs-editor-label").hasAttribute("selected"), false,
"The vertex shader editor shouldn't still not be selected.");
vsEditor.replaceText("2.0", { line: 7, ch: 44 }, { line: 7, ch: 47 });
yield once(panel.panelWin, EVENTS.SHADER_COMPILED);
ok(true, "Vertex shader was changed.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 128, y: 128 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 0, b: 0, a: 255 }, true);
ok(true, "The vertex shader was recompiled successfully.");
fsEditor.focus();
is($("#vs-editor-label").hasAttribute("selected"), false,
"The vertex shader editor should now be deselected.");
is($("#fs-editor-label").hasAttribute("selected"), true,
"The vertex shader editor should now be selected.");
fsEditor.replaceText("0.5", { line: 5, ch: 44 }, { line: 5, ch: 47 });
yield once(panel.panelWin, EVENTS.SHADER_COMPILED);
ok(true, "Fragment shader was changed.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 128, y: 128 }, { r: 255, g: 0, b: 0, a: 127 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 0, b: 0, a: 255 }, true);
ok(true, "The fragment shader was recompiled successfully.");
yield teardown(panel);
finish();
}
function once(aTarget, aEvent) {
let deferred = promise.defer();
aTarget.once(aEvent, deferred.resolve);
return deferred.promise;
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if compile or linkage errors are emitted when a shader source
* gets malformed after being edited.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(SIMPLE_CANVAS_URL);
let { gFront, EVENTS, ShadersEditorsView } = panel.panelWin;
reload(target);
yield once(gFront, "program-linked");
let vsEditor = yield ShadersEditorsView._getEditor("vs");
let fsEditor = yield ShadersEditorsView._getEditor("fs");
vsEditor.replaceText("vec3", { line: 7, ch: 22 }, { line: 7, ch: 26 });
let error = yield once(panel.panelWin, EVENTS.SHADER_COMPILED);
ok(error,
"The new vertex shader source was compiled with errors.");
is(error.compile, "",
"The compilation status should be empty.");
isnot(error.link, "",
"The linkage status should not be empty.");
is(error.link.split("ERROR").length - 1, 2,
"The linkage status contains two errors.");
ok(error.link.contains("ERROR: 0:8: 'constructor'"),
"A constructor error is contained in the linkage status.");
ok(error.link.contains("ERROR: 0:8: 'assign'"),
"An assignment error is contained in the linkage status.");
fsEditor.replaceText("vec4", { line: 2, ch: 14 }, { line: 2, ch: 18 });
let error = yield once(panel.panelWin, EVENTS.SHADER_COMPILED);
ok(error,
"The new fragment shader source was compiled with errors.");
is(error.compile, "",
"The compilation status should be empty.");
isnot(error.link, "",
"The linkage status should not be empty.");
is(error.link.split("ERROR").length - 1, 1,
"The linkage status contains one error.");
ok(error.link.contains("ERROR: 0:6: 'constructor'"),
"A constructor error is contained in the linkage status.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
vsEditor.replaceText("vec4", { line: 7, ch: 22 }, { line: 7, ch: 26 });
let error = yield once(panel.panelWin, EVENTS.SHADER_COMPILED);
ok(!error, "The new vertex shader source was compiled successfully.");
fsEditor.replaceText("vec3", { line: 2, ch: 14 }, { line: 2, ch: 18 });
let error = yield once(panel.panelWin, EVENTS.SHADER_COMPILED);
ok(!error, "The new fragment shader source was compiled successfully.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
yield teardown(panel);
finish();
}
function once(aTarget, aEvent) {
let deferred = promise.defer();
aTarget.once(aEvent, (aName, aData) => deferred.resolve(aData));
return deferred.promise;
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if editing a vertex and a fragment shader works properly.
*/
function ifWebGLSupported() {
let [target, debuggee, panel] = yield initShaderEditor(MULTIPLE_CONTEXTS_URL);
let { gFront, EVENTS, ShadersListView, ShadersEditorsView } = panel.panelWin;
reload(target);
let firstProgramActor = yield once(gFront, "program-linked");
let secondProgramActor = yield once(gFront, "program-linked");
let vsEditor = yield ShadersEditorsView._getEditor("vs");
let fsEditor = yield ShadersEditorsView._getEditor("fs");
is(ShadersListView.selectedIndex, 0,
"The first program is currently selected.");
is(vsEditor.getText().indexOf("1);"), 136,
"The vertex shader editor contains the correct initial text (1).");
is(fsEditor.getText().indexOf("1);"), 117,
"The fragment shader editor contains the correct initial text (1).");
is(vsEditor.getText().indexOf("2.);"), -1,
"The vertex shader editor contains the correct initial text (2).");
is(fsEditor.getText().indexOf(".0);"), -1,
"The fragment shader editor contains the correct initial text (2).");
vsEditor.replaceText("2.", { line: 5, ch: 44 }, { line: 5, ch: 45 });
yield once(panel.panelWin, EVENTS.SHADER_COMPILED);
fsEditor.replaceText(".0", { line: 5, ch: 35 }, { line: 5, ch: 37 });
yield once(panel.panelWin, EVENTS.SHADER_COMPILED);
ok(true, "Vertex and fragment shaders were changed.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 32, y: 32 }, { r: 255, g: 255, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 64, y: 64 }, { r: 255, g: 255, b: 0, a: 0 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 0, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 32, y: 32 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 64, y: 64 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The vertex and fragment shaders were recompiled successfully.");
EventUtils.sendMouseEvent({ type: "mousedown" }, ShadersListView.items[1].target);
yield once(panel.panelWin, EVENTS.SOURCES_SHOWN);
is(ShadersListView.selectedIndex, 1,
"The second program is currently selected.");
is(vsEditor.getText().indexOf("1);"), 136,
"The vertex shader editor contains the correct text (1).");
is(fsEditor.getText().indexOf("1);"), 117,
"The fragment shader editor contains the correct text (1).");
is(vsEditor.getText().indexOf("2.);"), -1,
"The vertex shader editor contains the correct text (2).");
is(fsEditor.getText().indexOf(".0);"), -1,
"The fragment shader editor contains the correct text (2).");
EventUtils.sendMouseEvent({ type: "mousedown" }, ShadersListView.items[0].target);
yield once(panel.panelWin, EVENTS.SOURCES_SHOWN);
is(ShadersListView.selectedIndex, 0,
"The first program is currently selected again.");
is(vsEditor.getText().indexOf("1);"), -1,
"The vertex shader editor contains the correct text (3).");
is(fsEditor.getText().indexOf("1);"), -1,
"The fragment shader editor contains the correct text (3).");
is(vsEditor.getText().indexOf("2.);"), 136,
"The vertex shader editor contains the correct text (4).");
is(fsEditor.getText().indexOf(".0);"), 116,
"The fragment shader editor contains the correct text (4).");
yield teardown(panel);
finish();
}
function once(aTarget, aEvent) {
let deferred = promise.defer();
aTarget.once(aEvent, deferred.resolve);
return deferred.promise;
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if a WebGL front can be created for a remote tab target.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
ok(target, "Should have a target available.");
ok(debuggee, "Should have a debuggee available.");
ok(front, "Should have a protocol front available.");
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if notifications about WebGL programs being linked are not sent
* if the front wasn't set up first.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
once(front, "program-linked").then(() => {
ok(false, "A 'program-linked' notification shouldn't have been sent!");
});
yield reload(target);
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if notifications about WebGL programs being linked are sent
* after a target navigation.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
let navigated = once(target, "navigate");
let linked = once(front, "program-linked");
yield front.setup();
ok(true, "The front was setup up successfully.");
yield navigated;
ok(true, "Target automatically navigated when the front was set up.");
yield linked;
ok(true, "A 'program-linked' notification was sent after reloading.");
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if a program actor is sent when WebGL programs are linked,
* and that the corresponding vertex and fragment actors can be retrieved.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
front.setup();
let programActor = yield once(front, "program-linked");
ok(programActor,
"A program actor was sent along with the 'program-linked' notification.")
let vertexShader = yield programActor.getVertexShader();
ok(programActor,
"A vertex shader actor was retrieved from the program actor.");
let fragmentShader = yield programActor.getFragmentShader();
ok(programActor,
"A fragment shader actor was retrieved from the program actor.");
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests that the source contents can be retrieved from the vertex and fragment
* shader actors.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
front.setup();
let programActor = yield once(front, "program-linked");
let vertexShader = yield programActor.getVertexShader();
let fragmentShader = yield programActor.getFragmentShader();
let vertSource = yield vertexShader.getText();
ok(vertSource.contains("gl_Position"),
"The correct vertex shader source was retrieved.");
let fragSource = yield fragmentShader.getText();
ok(fragSource.contains("gl_FragColor"),
"The correct fragment shader source was retrieved.");
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests that the highlight/unhighlight operations on program actors
* work as expected.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
front.setup();
let programActor = yield once(front, "program-linked");
let vertexShader = yield programActor.getVertexShader();
let fragmentShader = yield programActor.getFragmentShader();
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
yield checkShaderSource("The shader sources are correct before highlighting.");
ok(true, "The top left pixel color was correct before highlighting.");
yield programActor.highlight([0, 0, 1, 1]);
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 255, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 0, b: 255, a: 255 }, true);
yield checkShaderSource("The shader sources are preserved after highlighting.");
ok(true, "The top left pixel color is correct after highlighting.");
yield programActor.unhighlight();
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
yield checkShaderSource("The shader sources are correct after unhighlighting.");
ok(true, "The top left pixel color is correct after unhighlighting.");
function checkShaderSource(aMessage) {
return Task.spawn(function() {
let newVertexShader = yield programActor.getVertexShader();
let newFragmentShader = yield programActor.getFragmentShader();
is(vertexShader, newVertexShader,
"The same vertex shader actor was retrieved.");
is(fragmentShader, newFragmentShader,
"The same fragment shader actor was retrieved.");
let vertSource = yield newVertexShader.getText();
let fragSource = yield newFragmentShader.getText();
ok(vertSource.contains("I'm special!") &&
fragSource.contains("I'm also special!"), aMessage);
});
}
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests that vertex and fragment shader sources can be changed.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
front.setup();
let programActor = yield once(front, "program-linked");
let vertexShader = yield programActor.getVertexShader();
let fragmentShader = yield programActor.getFragmentShader();
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 128, y: 128 }, { r: 191, g: 64, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
let vertSource = yield vertexShader.getText();
let fragSource = yield fragmentShader.getText();
ok(!vertSource.contains("2.0"),
"The vertex shader source is correct before changing it.");
ok(!fragSource.contains("0.5"),
"The fragment shader source is correct before changing it.");
let newVertSource = vertSource.replace("1.0", "2.0");
let status = yield vertexShader.compile(newVertSource);
ok(!status,
"The new vertex shader source was compiled without errors.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 128, y: 128 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 0, b: 0, a: 255 }, true);
let vertSource = yield vertexShader.getText();
let fragSource = yield fragmentShader.getText();
ok(vertSource.contains("2.0"),
"The vertex shader source is correct after changing it.");
ok(!fragSource.contains("0.5"),
"The fragment shader source is correct after changing the vertex shader.");
let newFragSource = fragSource.replace("1.0", "0.5");
let status = yield fragmentShader.compile(newFragSource);
ok(!status,
"The new fragment shader source was compiled without errors.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 128, y: 128 }, { r: 255, g: 0, b: 0, a: 127 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 0, b: 0, a: 255 }, true);
let vertSource = yield vertexShader.getText();
let fragSource = yield fragmentShader.getText();
ok(vertSource.contains("2.0"),
"The vertex shader source is correct after changing the fragment shader.");
ok(fragSource.contains("0.5"),
"The fragment shader source is correct after changing it.");
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests that the rendering is updated when a varying variable is
* changed in one shader.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
front.setup();
let programActor = yield once(front, "program-linked");
let vertexShader = yield programActor.getVertexShader();
let fragmentShader = yield programActor.getFragmentShader();
let oldVertSource = yield vertexShader.getText();
let newVertSource = oldVertSource.replace("= aVertexColor", "= vec3(0, 0, 1)");
let status = yield vertexShader.compile(newVertSource);
ok(!status,
"The new vertex shader source was compiled without errors.");
yield waitForFrame(debuggee);
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 255, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 128, y: 128 }, { r: 0, g: 0, b: 255, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 0, b: 255, a: 255 }, true);
let vertSource = yield vertexShader.getText();
let fragSource = yield fragmentShader.getText();
ok(vertSource.contains("vFragmentColor = vec3(0, 0, 1);"),
"The vertex shader source is correct after changing it.");
ok(fragSource.contains("gl_FragColor = vec4(vFragmentColor, 1.0);"),
"The fragment shader source is correct after changing the vertex shader.");
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests that errors are properly handled when trying to compile a
* defective shader source.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
front.setup();
let programActor = yield once(front, "program-linked");
let vertexShader = yield programActor.getVertexShader();
let fragmentShader = yield programActor.getFragmentShader();
let oldVertSource = yield vertexShader.getText();
let newVertSource = oldVertSource.replace("vec4", "vec3");
try {
yield vertexShader.compile(newVertSource);
ok(false, "Vertex shader was compiled with a defective source!");
} catch (error) {
ok(error,
"The new vertex shader source was compiled with errors.");
is(error.compile, "",
"The compilation status should be empty.");
isnot(error.link, "",
"The linkage status should not be empty.");
is(error.link.split("ERROR").length - 1, 2,
"The linkage status contains two errors.");
ok(error.link.contains("ERROR: 0:8: 'constructor'"),
"A constructor error is contained in the linkage status.");
ok(error.link.contains("ERROR: 0:8: 'assign'"),
"An assignment error is contained in the linkage status.");
}
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
ok(true, "The shader was reverted to the old source.");
let vertSource = yield vertexShader.getText();
ok(vertSource.contains("vec4(aVertexPosition, 1.0);"),
"The previous correct vertex shader source was preserved.");
let oldFragSource = yield fragmentShader.getText();
let newFragSource = oldFragSource.replace("vec3", "vec4");
try {
yield fragmentShader.compile(newFragSource);
ok(false, "Fragment shader was compiled with a defective source!");
} catch (error) {
ok(error,
"The new fragment shader source was compiled with errors.");
is(error.compile, "",
"The compilation status should be empty.");
isnot(error.link, "",
"The linkage status should not be empty.");
is(error.link.split("ERROR").length - 1, 1,
"The linkage status contains one error.");
ok(error.link.contains("ERROR: 0:6: 'constructor'"),
"A constructor error is contained in the linkage status.");
}
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
ok(true, "The shader was reverted to the old source.");
let fragSource = yield fragmentShader.getText();
ok(fragSource.contains("vec3 vFragmentColor;"),
"The previous correct fragment shader source was preserved.");
yield programActor.highlight([0, 0, 1, 1]);
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 255, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 0, b: 255, a: 255 }, true);
ok(true, "Highlighting worked after setting a defective fragment source.");
yield programActor.unhighlight();
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
yield ensurePixelIs(debuggee, { x: 511, y: 511 }, { r: 0, g: 255, b: 0, a: 255 }, true);
ok(true, "Unhighlighting worked after setting a defective vertex source.");
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if the WebGL context is correctly instrumented every time the
* target navigates.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
let linked = once(front, "program-linked");
yield front.setup();
yield linked;
ok(true, "Canvas was correctly instrumented on the first navigation.");
let linked = once(front, "program-linked");
yield reload(target);
yield linked;
ok(true, "Canvas was correctly instrumented on the second navigation.");
let linked = once(front, "program-linked");
yield reload(target);
yield linked;
ok(true, "Canvas was correctly instrumented on the third navigation.");
let programActor = yield linked;
let vertexShader = yield programActor.getVertexShader();
let fragmentShader = yield programActor.getFragmentShader();
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
ok(true, "The top left pixel color was correct before highlighting.");
yield programActor.highlight([0, 0, 1, 1]);
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 0, b: 255, a: 255 }, true);
ok(true, "The top left pixel color is correct after highlighting.");
yield programActor.unhighlight();
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true);
ok(true, "The top left pixel color is correct after unhighlighting.");
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if the WebGL context is never instrumented anymore after the
* finalize method is called.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SIMPLE_CANVAS_URL);
let linked = once(front, "program-linked");
yield front.setup();
yield linked;
ok(true, "Canvas was correctly instrumented on the first navigation.");
once(front, "program-linked").then(() => {
ok(false, "A 'program-linked' notification shouldn't have been sent!");
});
yield front.finalize();
yield reload(target);
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests that the correct vertex and fragment shader sources are retrieved
* regardless of the order in which they were compiled and attached.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(SHADER_ORDER_URL);
front.setup();
let programActor = yield once(front, "program-linked");
let vertexShader = yield programActor.getVertexShader();
let fragmentShader = yield programActor.getFragmentShader();
let vertSource = yield vertexShader.getText();
let fragSource = yield fragmentShader.getText();
ok(vertSource.contains("I'm a vertex shader!"),
"The correct vertex shader text was retrieved.");
ok(fragSource.contains("I'm a fragment shader!"),
"The correct fragment shader text was retrieved.");
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests if multiple WebGL contexts are correctly handled.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(MULTIPLE_CONTEXTS_URL);
front.setup();
let firstProgramActor = yield once(front, "program-linked");
let secondProgramActor = yield once(front, "program-linked");
isnot(firstProgramActor, secondProgramActor,
"Two distinct program actors were recevide from two separate contexts.");
let firstVertexShader = yield firstProgramActor.getVertexShader();
let firstFragmentShader = yield firstProgramActor.getFragmentShader();
let secondVertexShader = yield secondProgramActor.getVertexShader();
let secondFragmentShader = yield secondProgramActor.getFragmentShader();
isnot(firstVertexShader, secondVertexShader,
"The two programs should have distinct vertex shaders.");
isnot(firstFragmentShader, secondFragmentShader,
"The two programs should have distinct fragment shaders.");
let firstVertSource = yield firstVertexShader.getText();
let firstFragSource = yield firstFragmentShader.getText();
let secondVertSource = yield secondVertexShader.getText();
let secondFragSource = yield secondFragmentShader.getText();
is(firstVertSource, secondVertSource,
"The vertex shaders should have identical sources.");
is(firstFragSource, secondFragSource,
"The vertex shaders should have identical sources.");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The two canvases are correctly drawn.");
yield firstProgramActor.highlight([1, 0, 0, 1]);
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The first canvas was correctly filled after highlighting.");
yield secondProgramActor.highlight([0, 1, 0, 1]);
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 0, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 0, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 0, a: 255 }, true, "#canvas2");
ok(true, "The second canvas was correctly filled after highlighting.");
yield firstProgramActor.unhighlight();
yield secondProgramActor.unhighlight();
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 255, g: 255, b: 0, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The two canvases were correctly filled after unhighlighting.");
yield removeTab(target.tab);
finish();
}

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
/**
* Tests that the rendering is updated when a uniform variable is
* changed in one shader of a page with multiple WebGL contexts.
*/
function ifWebGLSupported() {
let [target, debuggee, front] = yield initBackend(MULTIPLE_CONTEXTS_URL);
front.setup();
let firstProgramActor = yield once(front, "program-linked");
let secondProgramActor = yield once(front, "program-linked");
let firstFragmentShader = yield firstProgramActor.getFragmentShader();
let secondFragmentShader = yield secondProgramActor.getFragmentShader();
let oldFragSource = yield firstFragmentShader.getText();
let newFragSource = oldFragSource.replace("vec4(uColor", "vec4(0.25, 0.25, 0.25");
let status = yield firstFragmentShader.compile(newFragSource);
ok(!status,
"The first new fragment shader source was compiled without errors.");
yield waitForFrame(debuggee);
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 64, g: 64, b: 64, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 64, g: 64, b: 64, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 0, g: 255, b: 255, a: 255 }, true, "#canvas2");
ok(true, "The first fragment shader was changed.");
let oldFragSource = yield secondFragmentShader.getText();
let newFragSource = oldFragSource.replace("vec4(uColor", "vec4(0.75, 0.75, 0.75");
let status = yield secondFragmentShader.compile(newFragSource);
ok(!status,
"The second new fragment shader source was compiled without errors.");
yield waitForFrame(debuggee);
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 64, g: 64, b: 64, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 64, g: 64, b: 64, a: 255 }, true, "#canvas1");
yield ensurePixelIs(debuggee, { x: 0, y: 0 }, { r: 191, g: 191, b: 191, a: 255 }, true, "#canvas2");
yield ensurePixelIs(debuggee, { x: 127, y: 127 }, { r: 191, g: 191, b: 191, a: 255 }, true, "#canvas2");
ok(true, "The second fragment shader was changed.");
yield removeTab(target.tab);
finish();
}

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<!-- Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ -->
<!doctype html>
<html>
<head>
<meta charset="utf-8"/>
<title>WebGL editor test page</title>
<script id="shader-vs" type="x-shader/x-vertex">
precision lowp float;
attribute vec3 aVertexPosition;
void main(void) {
gl_Position = vec4(aVertexPosition, 1);
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision lowp float;
uniform vec3 uColor;
void main(void) {
gl_FragColor = vec4(uColor, 1);
}
</script>
</head>
<body>
<canvas id="canvas1" width="128" height="128"></canvas>
<canvas id="canvas2" width="128" height="128"></canvas>
<script type="text/javascript;version=1.8">
"use strict";
let canvas = [], gl = [];
let program = [];
let squareVerticesPositionBuffer = [];
let vertexPositionAttribute = [];
let colorUniform = [];
window.onload = function() {
for (let i = 0; i < 2; i++) {
canvas[i] = document.querySelector("#canvas" + (i + 1));
gl[i] = canvas[i].getContext("webgl");
gl[i].clearColor(0.0, 0.0, 0.0, 1.0);
initProgram(i);
initBuffers(i);
drawScene(i);
}
}
function initProgram(i) {
let vertexShader = getShader(gl[i], "shader-vs");
let fragmentShader = getShader(gl[i], "shader-fs");
program[i] = gl[i].createProgram();
gl[i].attachShader(program[i], vertexShader);
gl[i].attachShader(program[i], fragmentShader);
gl[i].linkProgram(program[i]);
vertexPositionAttribute[i] = gl[i].getAttribLocation(program[i], "aVertexPosition");
gl[i].enableVertexAttribArray(vertexPositionAttribute[i]);
colorUniform[i] = gl[i].getUniformLocation(program[i], "uColor");
}
function getShader(gl, id) {
let script = document.getElementById(id);
let source = script.textContent;
let shader;
if (script.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (script.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
function initBuffers(i) {
squareVerticesPositionBuffer[i] = gl[i].createBuffer();
gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
gl[i].bufferData(gl[i].ARRAY_BUFFER, new Float32Array([
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
]), gl[i].STATIC_DRAW);
}
function drawScene(i) {
gl[i].clear(gl[i].COLOR_BUFFER_BIT);
gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
gl[i].vertexAttribPointer(vertexPositionAttribute[i], 3, gl[i].FLOAT, false, 0, 0);
gl[i].useProgram(program[i]);
gl[i].uniform3fv(colorUniform[i], i == 0 ? [1, 1, 0] : [0, 1, 1]);
gl[i].drawArrays(gl[i].TRIANGLE_STRIP, 0, 4);
window.requestAnimationFrame(() => drawScene(i));
}
</script>
</body>
</html>

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<!-- Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ -->
<!doctype html>
<html>
<head>
<meta charset="utf-8"/>
<title>WebGL editor test page</title>
<script id="shader-vs" type="x-shader/x-vertex">
precision lowp float;
void main(void) {
gl_Position = vec4(0, 0, 0, 1); // I'm a vertex shader!
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision lowp float;
varying vec3 vFragmentColor;
void main(void) {
gl_FragColor = vec4(1, 0, 0, 1); // I'm a fragment shader!
}
</script>
</head>
<body>
<canvas width="512" height="512"></canvas>
<script type="text/javascript;version=1.8">
"use strict";
let canvas, gl;
window.onload = function() {
canvas = document.querySelector("canvas");
gl = canvas.getContext("webgl");
let shaderProgram = gl.createProgram();
let vertexShader, fragmentShader;
// Compile and attach the shaders in a random order. The test will
// ensure that the correct vertex and fragment source is retrieved
// regardless of this crazyness.
if (Math.random() > 0.5) {
vertexShader = getShader(gl, "shader-vs");
fragmentShader = getShader(gl, "shader-fs");
} else {
fragmentShader = getShader(gl, "shader-fs");
vertexShader = getShader(gl, "shader-vs");
}
if (Math.random() > 0.5) {
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
} else {
gl.attachShader(shaderProgram, fragmentShader);
gl.attachShader(shaderProgram, vertexShader);
}
gl.linkProgram(shaderProgram);
}
function getShader(gl, id) {
let script = document.getElementById(id);
let source = script.textContent;
let shader;
if (script.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (script.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
</script>
</body>
</html>

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<!-- Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ -->
<!doctype html>
<html>
<head>
<meta charset="utf-8"/>
<title>WebGL editor test page</title>
<script id="shader-vs" type="x-shader/x-vertex">
precision lowp float;
attribute vec3 aVertexPosition;
attribute vec3 aVertexColor;
varying vec3 vFragmentColor;
void main(void) {
gl_Position = vec4(aVertexPosition, 1.0);
vFragmentColor = aVertexColor; // I'm special!
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision lowp float;
varying vec3 vFragmentColor;
void main(void) {
gl_FragColor = vec4(vFragmentColor, 1.0); // I'm also special!
}
</script>
</head>
<body>
<canvas width="512" height="512"></canvas>
<script type="text/javascript;version=1.8">
"use strict";
let canvas, gl;
let program;
let squareVerticesPositionBuffer;
let squareVerticesColorBuffer;
let vertexPositionAttribute;
let vertexColorAttribute;
window.onload = function() {
canvas = document.querySelector("canvas");
gl = canvas.getContext("webgl");
gl.clearColor(0.0, 0.0, 0.0, 1.0);
initProgram();
initBuffers();
drawScene();
}
function initProgram() {
let vertexShader = getShader(gl, "shader-vs");
let fragmentShader = getShader(gl, "shader-fs");
program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
vertexPositionAttribute = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttribute);
vertexColorAttribute = gl.getAttribLocation(program, "aVertexColor");
gl.enableVertexAttribArray(vertexColorAttribute);
}
function getShader(gl, id) {
let script = document.getElementById(id);
let source = script.textContent;
let shader;
if (script.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (script.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
function initBuffers() {
squareVerticesPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
]), gl.STATIC_DRAW);
squareVerticesColorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesColorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
1.0, 1.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0
]), gl.STATIC_DRAW);
}
function drawScene() {
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesColorBuffer);
gl.vertexAttribPointer(vertexColorAttribute, 4, gl.FLOAT, false, 0, 0);
gl.useProgram(program);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
window.requestAnimationFrame(drawScene);
}
</script>
</body>
</html>

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/* Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/ */
"use strict";
const { classes: Cc, interfaces: Ci, utils: Cu, results: Cr } = Components;
let { Services } = Cu.import("resource://gre/modules/Services.jsm", {});
// Enable logging for all the tests. Both the debugger server and frontend will
// be affected by this pref.
let gEnableLogging = Services.prefs.getBoolPref("devtools.debugger.log");
Services.prefs.setBoolPref("devtools.debugger.log", true);
let { Task } = Cu.import("resource://gre/modules/Task.jsm", {});
let { Promise: promise } = Cu.import("resource://gre/modules/commonjs/sdk/core/promise.js", {});
let { gDevTools } = Cu.import("resource:///modules/devtools/gDevTools.jsm", {});
let { devtools } = Cu.import("resource://gre/modules/devtools/Loader.jsm", {});
let { DebuggerServer } = Cu.import("resource://gre/modules/devtools/dbg-server.jsm", {});
let { DebuggerClient } = Cu.import("resource://gre/modules/devtools/dbg-client.jsm", {});
let { WebGLFront } = devtools.require("devtools/server/actors/webgl");
let TiltGL = devtools.require("devtools/tilt/tilt-gl");
let TargetFactory = devtools.TargetFactory;
let Toolbox = devtools.Toolbox;
const EXAMPLE_URL = "http://example.com/browser/browser/devtools/shadereditor/test/";
const SIMPLE_CANVAS_URL = EXAMPLE_URL + "doc_simple-canvas.html";
const SHADER_ORDER_URL = EXAMPLE_URL + "doc_shader-order.html";
const MULTIPLE_CONTEXTS_URL = EXAMPLE_URL + "doc_multiple-contexts.html";
// All tests are asynchronous.
waitForExplicitFinish();
let gToolEnabled = Services.prefs.getBoolPref("devtools.shadereditor.enabled");
registerCleanupFunction(() => {
info("finish() was called, cleaning up...");
Services.prefs.setBoolPref("devtools.debugger.log", gEnableLogging);
Services.prefs.setBoolPref("devtools.shadereditor.enabled", gToolEnabled);
});
function addTab(aUrl, aWindow) {
info("Adding tab: " + aUrl);
let deferred = promise.defer();
let targetWindow = aWindow || window;
let targetBrowser = targetWindow.gBrowser;
targetWindow.focus();
let tab = targetBrowser.selectedTab = targetBrowser.addTab(aUrl);
let linkedBrowser = tab.linkedBrowser;
linkedBrowser.addEventListener("load", function onLoad() {
linkedBrowser.removeEventListener("load", onLoad, true);
info("Tab added and finished loading: " + aUrl);
deferred.resolve(tab);
}, true);
return deferred.promise;
}
function removeTab(aTab, aWindow) {
info("Removing tab.");
let deferred = promise.defer();
let targetWindow = aWindow || window;
let targetBrowser = targetWindow.gBrowser;
let tabContainer = targetBrowser.tabContainer;
tabContainer.addEventListener("TabClose", function onClose(aEvent) {
tabContainer.removeEventListener("TabClose", onClose, false);
info("Tab removed and finished closing.");
deferred.resolve();
}, false);
targetBrowser.removeTab(aTab);
return deferred.promise;
}
function handleError(aError) {
ok(false, "Got an error: " + aError.message + "\n" + aError.stack);
finish();
}
function ifWebGLSupported() {
ok(false, "You need to define a 'ifWebGLSupported' function.");
finish();
}
function ifWebGLUnsupported() {
todo(false, "Skipping test because WebGL isn't supported.");
finish();
}
function test() {
let generator = isWebGLSupported() ? ifWebGLSupported : ifWebGLUnsupported;
Task.spawn(generator).then(null, handleError);
}
function createCanvas() {
return document.createElementNS("http://www.w3.org/1999/xhtml", "canvas");
}
function isWebGLSupported() {
let supported =
!TiltGL.isWebGLForceEnabled() &&
TiltGL.isWebGLSupported() &&
TiltGL.create3DContext(createCanvas());
info("Apparently, WebGL is" + (supported ? "" : " not") + " supported.");
return supported;
}
function once(aTarget, aEventName, aUseCapture = false) {
info("Waiting for event: '" + aEventName + "' on " + aTarget + ".");
let deferred = promise.defer();
for (let [add, remove] of [
["addEventListener", "removeEventListener"],
["addListener", "removeListener"],
["on", "off"]
]) {
if ((add in aTarget) && (remove in aTarget)) {
aTarget[add](aEventName, function onEvent(...aArgs) {
aTarget[remove](aEventName, onEvent, aUseCapture);
deferred.resolve.apply(deferred, aArgs);
}, aUseCapture);
break;
}
}
return deferred.promise;
}
function waitForFrame(aDebuggee) {
let deferred = promise.defer();
aDebuggee.mozRequestAnimationFrame(deferred.resolve);
return deferred.promise;
}
function isApprox(aFirst, aSecond, aMargin = 1) {
return Math.abs(aFirst - aSecond) <= aMargin;
}
function isApproxColor(aFirst, aSecond, aMargin) {
return isApprox(aFirst.r, aSecond.r, aMargin) &&
isApprox(aFirst.g, aSecond.g, aMargin) &&
isApprox(aFirst.b, aSecond.b, aMargin) &&
isApprox(aFirst.a, aSecond.a, aMargin);
}
function getPixels(aDebuggee, aSelector = "canvas") {
let canvas = aDebuggee.document.querySelector(aSelector);
let gl = canvas.getContext("webgl");
let { width, height } = canvas;
let buffer = new aDebuggee.Uint8Array(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
info("Retrieved pixels: " + width + "x" + height);
return [buffer, width, height];
}
function getPixel(aDebuggee, aPosition, aSelector = "canvas") {
let canvas = aDebuggee.document.querySelector(aSelector);
let gl = canvas.getContext("webgl");
let { width, height } = canvas;
let { x, y } = aPosition;
let buffer = new aDebuggee.Uint8Array(4);
gl.readPixels(x, height - y - 1, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
let pixel = { r: buffer[0], g: buffer[1], b: buffer[2], a: buffer[3] };
info("Retrieved pixel: " + pixel.toSource() + " at " + aPosition.toSource());
return pixel;
}
function ensurePixelIs(aDebuggee, aPosition, aColor, aWaitFlag = false, aSelector = "canvas") {
let pixel = getPixel(aDebuggee, aPosition, aSelector);
if (isApproxColor(pixel, aColor)) {
ok(true, "Expected pixel is shown at: " + aPosition.toSource());
return promise.resolve(null);
}
if (aWaitFlag) {
return Task.spawn(function() {
yield waitForFrame(aDebuggee);
yield ensurePixelIs(aDebuggee, aPosition, aColor, aWaitFlag, aSelector);
});
}
ok(false, "Expected pixel was not already shown at: " + aPosition.toSource());
return promise.reject(null);
}
function navigate(aTarget, aUrl) {
let navigated = once(aTarget, "navigate");
aTarget.client.activeTab.navigateTo(aUrl);
return navigated;
}
function reload(aTarget) {
let navigated = once(aTarget, "navigate");
aTarget.client.activeTab.reload();
return navigated;
}
function initBackend(aUrl) {
info("Initializing a shader editor front.");
if (!DebuggerServer.initialized) {
DebuggerServer.init(() => true);
DebuggerServer.addBrowserActors();
}
return Task.spawn(function*() {
let tab = yield addTab(aUrl);
let target = TargetFactory.forTab(tab);
let debuggee = target.window.wrappedJSObject;
yield target.makeRemote();
let front = new WebGLFront(target.client, target.form);
return [target, debuggee, front];
});
}
function initShaderEditor(aUrl) {
info("Initializing a shader editor pane.");
return Task.spawn(function*() {
let tab = yield addTab(aUrl);
let target = TargetFactory.forTab(tab);
let debuggee = target.window.wrappedJSObject;
yield target.makeRemote();
Services.prefs.setBoolPref("devtools.shadereditor.enabled", true);
let toolbox = yield gDevTools.showToolbox(target, "shadereditor");
let panel = toolbox.getCurrentPanel();
return [target, debuggee, panel];
});
}
function teardown(aPanel) {
info("Destroying the specified shader editor.");
return promise.all([
once(aPanel, "destroyed"),
removeTab(aPanel.target.tab)
]);
}

Просмотреть файл

@ -0,0 +1,6 @@
# vim: set filetype=python:
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
BROWSER_CHROME_MANIFESTS += ['browser.ini']

Просмотреть файл

@ -118,6 +118,11 @@ Telemetry.prototype = {
userHistogram: "DEVTOOLS_STYLEEDITOR_OPENED_PER_USER_FLAG",
timerHistogram: "DEVTOOLS_STYLEEDITOR_TIME_ACTIVE_SECONDS"
},
shadereditor: {
histogram: "DEVTOOLS_SHADEREDITOR_OPENED_BOOLEAN",
userHistogram: "DEVTOOLS_SHADEREDITOR_OPENED_PER_USER_FLAG",
timerHistogram: "DEVTOOLS_SHADEREDITOR_TIME_ACTIVE_SECONDS"
},
jsprofiler: {
histogram: "DEVTOOLS_JSPROFILER_OPENED_BOOLEAN",
userHistogram: "DEVTOOLS_JSPROFILER_OPENED_PER_USER_FLAG",

Просмотреть файл

@ -166,7 +166,8 @@ SideMenuWidget.prototype = {
* The element associated with the displayed item.
*/
removeChild: function(aChild) {
if (aChild.classList.contains("side-menu-widget-item-contents")) {
if (aChild.classList.contains("side-menu-widget-item-contents") &&
!aChild.classList.contains("side-menu-widget-item")) {
// Remove the item itself, not the contents.
aChild.parentNode.remove();
} else {

Просмотреть файл

@ -892,6 +892,40 @@ VariablesView.prototype = {
this._emptyTextNode = null;
},
/**
* Gets if all values should be aligned together.
* @return boolean
*/
get alignedValues() {
return this._alignedValues;
},
/**
* Sets if all values should be aligned together.
* @param boolean aFlag
*/
set alignedValues(aFlag) {
this._alignedValues = aFlag;
if (aFlag) {
this._parent.setAttribute("aligned-values", "");
} else {
this._parent.removeAttribute("aligned-values");
}
},
/**
* Sets if action buttons (like delete) should be placed at the beginning or
* end of a line.
* @param boolean aFlag
*/
set actionsFirst(aFlag) {
if (aFlag) {
this._parent.setAttribute("actions-first", "");
} else {
this._parent.removeAttribute("actions-first");
}
},
/**
* Gets the parent node holding this view.
* @return nsIDOMNode
@ -1726,6 +1760,7 @@ Scope.prototype = {
}
let throbber = this._throbber = this.document.createElement("hbox");
throbber.className = "variables-view-throbber";
throbber.setAttribute("optional-visibility", "");
this._title.insertBefore(throbber, this._spacer);
},
@ -2322,6 +2357,7 @@ Variable.prototype = Heritage.extend(Scope.prototype, {
valueLabel.setAttribute("crop", "center");
let spacer = this._spacer = document.createElement("spacer");
spacer.setAttribute("optional-visibility", "");
spacer.setAttribute("flex", "1");
this._title.appendChild(separatorLabel);
@ -2333,7 +2369,7 @@ Variable.prototype = Heritage.extend(Scope.prototype, {
}
// If no value will be displayed, we don't need the separator.
if (!descriptor.get && !descriptor.set && !descriptor.value) {
if (!descriptor.get && !descriptor.set && !("value" in descriptor)) {
separatorLabel.hidden = true;
}
@ -2384,7 +2420,6 @@ Variable.prototype = Heritage.extend(Scope.prototype, {
if (ownerView.delete) {
let deleteNode = this._deleteNode = this.document.createElement("toolbarbutton");
deleteNode.className = "plain variables-view-delete";
deleteNode.setAttribute("ordinal", 2);
deleteNode.addEventListener("click", this._onDelete.bind(this), false);
this._title.appendChild(deleteNode);
}
@ -2399,24 +2434,28 @@ Variable.prototype = Heritage.extend(Scope.prototype, {
if (!descriptor.writable && !ownerView.getter && !ownerView.setter) {
let nonWritableIcon = this.document.createElement("hbox");
nonWritableIcon.className = "variable-or-property-non-writable-icon";
nonWritableIcon.setAttribute("optional-visibility", "");
this._title.appendChild(nonWritableIcon);
}
if (descriptor.value && typeof descriptor.value == "object") {
if (descriptor.value.frozen) {
let frozenLabel = this.document.createElement("label");
frozenLabel.className = "plain variable-or-property-frozen-label";
frozenLabel.setAttribute("optional-visibility", "");
frozenLabel.setAttribute("value", "F");
this._title.appendChild(frozenLabel);
}
if (descriptor.value.sealed) {
let sealedLabel = this.document.createElement("label");
sealedLabel.className = "plain variable-or-property-sealed-label";
sealedLabel.setAttribute("optional-visibility", "");
sealedLabel.setAttribute("value", "S");
this._title.appendChild(sealedLabel);
}
if (!descriptor.value.extensible) {
let nonExtensibleLabel = this.document.createElement("label");
nonExtensibleLabel.className = "plain variable-or-property-non-extensible-label";
nonExtensibleLabel.setAttribute("optional-visibility", "");
nonExtensibleLabel.setAttribute("value", "N");
this._title.appendChild(nonExtensibleLabel);
}
@ -2557,7 +2596,9 @@ Variable.prototype = Heritage.extend(Scope.prototype, {
let input = this.document.createElement("textbox");
input.className = "plain " + aClassName;
input.setAttribute("value", initialString);
input.setAttribute("flex", "1");
if (!this._variablesView.alignedValues) {
input.setAttribute("flex", "1");
}
// Replace the specified label with a textbox input element.
aLabel.parentNode.replaceChild(input, aLabel);

Просмотреть файл

@ -973,6 +973,18 @@ this.WidgetMethods = {
return "";
},
/**
* Retrieves the attachment of the selected element.
* @return string
*/
get selectedAttachment() {
let selectedElement = this._widget.selectedItem;
if (selectedElement) {
return this._itemsByElement.get(selectedElement).attachment;
}
return null;
},
/**
* Selects the element with the entangled item in this container.
* @param Item | function aItem

Просмотреть файл

@ -57,3 +57,11 @@
.variable-or-property:not([sealed]) > tooltip > label[value=sealed] {
display: none;
}
*:not(:hover) .variables-view-delete {
visibility: hidden;
}
.variables-view-container[aligned-values] .title > [optional-visibility] {
display: none;
}

Просмотреть файл

@ -226,6 +226,7 @@ Editor.prototype = {
this.showContextMenu(doc, ev.screenX, ev.screenY);
}, false);
cm.on("focus", () => this.emit("focus"));
cm.on("change", () => this.emit("change"));
cm.on("gutterClick", (cm, line) => this.emit("gutterClick", line));
cm.on("cursorActivity", (cm) => this.emit("cursorActivity"));

Просмотреть файл

@ -0,0 +1,32 @@
<!-- This Source Code Form is subject to the terms of the Mozilla Public
- License, v. 2.0. If a copy of the MPL was not distributed with this
- file, You can obtain one at http://mozilla.org/MPL/2.0/. -->
<!-- LOCALIZATION NOTE : FILE This file contains the Debugger strings -->
<!-- LOCALIZATION NOTE : FILE Do not translate commandkey -->
<!-- LOCALIZATION NOTE : FILE The correct localization of this file might be to
- keep it in English, or another language commonly spoken among web developers.
- You want to make that choice consistent across the developer tools.
- A good criteria is the language in which you'd find the best
- documentation on web development on the web. -->
<!-- LOCALIZATION NOTE (shaderEditorUI.vertexShader): This is the label for
- the pane that displays a vertex shader's source. -->
<!ENTITY shaderEditorUI.vertexShader "Vertex Shader">
<!-- LOCALIZATION NOTE (shaderEditorUI.fragmentShader): This is the label for
- the pane that displays a fragment shader's source. -->
<!ENTITY shaderEditorUI.fragmentShader "Fragment Shader">
<!-- LOCALIZATION NOTE (shaderEditorUI.reloadNotice1): This is the label shown
- on the button that triggers a page refresh. -->
<!ENTITY shaderEditorUI.reloadNotice1 "Reload">
<!-- LOCALIZATION NOTE (shaderEditorUI.reloadNotice2): This is the label shown
- along with the button that triggers a page refresh. -->
<!ENTITY shaderEditorUI.reloadNotice2 "the page to be able to edit GLSL code.">
<!-- LOCALIZATION NOTE (shaderEditorUI.emptyNotice): This is the label shown
- while the page is refreshing and the tool waits for a WebGL context. -->
<!ENTITY shaderEditorUI.emptyNotice "Waiting for a WebGL context to be created…">

Просмотреть файл

@ -0,0 +1,32 @@
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
# LOCALIZATION NOTE These strings are used inside the Debugger
# which is available from the Web Developer sub-menu -> 'Debugger'.
# The correct localization of this file might be to keep it in
# English, or another language commonly spoken among web developers.
# You want to make that choice consistent across the developer tools.
# A good criteria is the language in which you'd find the best
# documentation on web development on the web.
# LOCALIZATION NOTE (ToolboxShaderEditor.label):
# This string is displayed in the title of the tab when the Shader Editor is
# displayed inside the developer tools window and in the Developer Tools Menu.
ToolboxShaderEditor.label=Shader Editor
# LOCALIZATION NOTE (ToolboxShaderEditor.tooltip):
# This string is displayed in the tooltip of the tab when the Shader Editor is
# displayed inside the developer tools window.
ToolboxShaderEditor.tooltip=Live GLSL shader language editor for WebGL
# LOCALIZATION NOTE (shadersList.programLabel):
# This string is displayed in the programs list of the Shader Editor,
# identifying a set of linked GLSL shaders.
shadersList.programLabel=Program %S
# LOCALIZATION NOTE (shadersList.blackboxLabel):
# This string is displayed in the programs list of the Shader Editor, while
# the user hovers over the checkbox used to toggle blackboxing of a program's
# associated fragment shader.
shadersList.blackboxLabel=Toggle geometry visibility

Просмотреть файл

@ -27,6 +27,8 @@
locale/browser/devtools/debugger.properties (%chrome/browser/devtools/debugger.properties)
locale/browser/devtools/netmonitor.dtd (%chrome/browser/devtools/netmonitor.dtd)
locale/browser/devtools/netmonitor.properties (%chrome/browser/devtools/netmonitor.properties)
locale/browser/devtools/shadereditor.dtd (%chrome/browser/devtools/shadereditor.dtd)
locale/browser/devtools/shadereditor.properties (%chrome/browser/devtools/shadereditor.properties)
locale/browser/devtools/gcli.properties (%chrome/browser/devtools/gcli.properties)
locale/browser/devtools/gclicommands.properties (%chrome/browser/devtools/gclicommands.properties)
locale/browser/devtools/webconsole.properties (%chrome/browser/devtools/webconsole.properties)

Просмотреть файл

@ -0,0 +1,5 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
%include ../../shared/devtools/shadereditor.inc.css

Просмотреть файл

@ -565,6 +565,26 @@
text-shadow: 0 0 8px #ccf;
}
/* Aligned values */
.variables-view-container[aligned-values] .title > .separator {
-moz-box-flex: 1;
}
.variables-view-container[aligned-values] .title > .value {
width: 70vw;
}
.variables-view-container[aligned-values] .title > .element-value-input {
width: calc(70vw - 10px);
}
/* Actions first */
.variables-view-container[actions-first] .variables-view-delete {
-moz-box-ordinal-group: 0;
}
/* Variables and properties tooltips */
.variable-or-property > tooltip > label {
@ -600,10 +620,6 @@
-moz-image-region: rect(0,48px,16px,32px);
}
*:not(:hover) .variables-view-delete {
display: none;
}
.variables-view-delete > .toolbarbutton-text {
display: none;
}
@ -667,3 +683,5 @@
.arrow[invisible] {
visibility: hidden;
}
%include ../../shared/devtools/app-manager/manifest-editor.inc.css

Просмотреть файл

@ -127,7 +127,7 @@ browser.jar:
skin/classic/browser/devtools/dark-theme.css (../shared/devtools/dark-theme.css)
skin/classic/browser/devtools/light-theme.css (../shared/devtools/light-theme.css)
skin/classic/browser/devtools/controls.png (../shared/devtools/controls.png)
skin/classic/browser/devtools/widgets.css (devtools/widgets.css)
* skin/classic/browser/devtools/widgets.css (devtools/widgets.css)
skin/classic/browser/devtools/commandline-icon.png (devtools/commandline-icon.png)
skin/classic/browser/devtools/command-paintflashing.png (devtools/command-paintflashing.png)
skin/classic/browser/devtools/command-responsivemode.png (devtools/command-responsivemode.png)
@ -172,6 +172,7 @@ browser.jar:
skin/classic/browser/devtools/breadcrumbs/rtl-start-selected.png (devtools/breadcrumbs/rtl-start-selected.png)
skin/classic/browser/devtools/splitview.css (devtools/splitview.css)
skin/classic/browser/devtools/styleeditor.css (devtools/styleeditor.css)
* skin/classic/browser/devtools/shadereditor.css (devtools/shadereditor.css)
skin/classic/browser/devtools/debugger.css (devtools/debugger.css)
* skin/classic/browser/devtools/profiler.css (devtools/profiler.css)
skin/classic/browser/devtools/netmonitor.css (devtools/netmonitor.css)

Просмотреть файл

@ -0,0 +1,6 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
%include ../shared.inc
%include ../../shared/devtools/shadereditor.inc.css

Просмотреть файл

@ -565,6 +565,26 @@
text-shadow: 0 0 8px #ccf;
}
/* Aligned values */
.variables-view-container[aligned-values] .title > .separator {
-moz-box-flex: 1;
}
.variables-view-container[aligned-values] .title > .value {
width: 70vw;
}
.variables-view-container[aligned-values] .title > .element-value-input {
width: calc(70vw - 10px);
}
/* Actions first */
.variables-view-container[actions-first] .variables-view-delete {
-moz-box-ordinal-group: 0;
}
/* Variables and properties tooltips */
.variable-or-property > tooltip > label {
@ -600,10 +620,6 @@
-moz-image-region: rect(0,48px,16px,32px);
}
*:not(:hover) .variables-view-delete {
display: none;
}
.variables-view-delete > .toolbarbutton-text {
display: none;
}
@ -663,3 +679,5 @@
.arrow[invisible] {
visibility: hidden;
}
%include ../../shared/devtools/app-manager/manifest-editor.inc.css

Просмотреть файл

@ -219,7 +219,7 @@ browser.jar:
skin/classic/browser/devtools/dark-theme.css (../shared/devtools/dark-theme.css)
skin/classic/browser/devtools/light-theme.css (../shared/devtools/light-theme.css)
skin/classic/browser/devtools/controls.png (../shared/devtools/controls.png)
skin/classic/browser/devtools/widgets.css (devtools/widgets.css)
* skin/classic/browser/devtools/widgets.css (devtools/widgets.css)
skin/classic/browser/devtools/commandline-icon.png (devtools/commandline-icon.png)
skin/classic/browser/devtools/command-paintflashing.png (devtools/command-paintflashing.png)
skin/classic/browser/devtools/command-responsivemode.png (devtools/command-responsivemode.png)
@ -264,6 +264,7 @@ browser.jar:
skin/classic/browser/devtools/breadcrumbs/rtl-start-selected.png (devtools/breadcrumbs/rtl-start-selected.png)
skin/classic/browser/devtools/splitview.css (devtools/splitview.css)
skin/classic/browser/devtools/styleeditor.css (devtools/styleeditor.css)
* skin/classic/browser/devtools/shadereditor.css (devtools/shadereditor.css)
* skin/classic/browser/devtools/debugger.css (devtools/debugger.css)
* skin/classic/browser/devtools/profiler.css (devtools/profiler.css)
skin/classic/browser/devtools/netmonitor.css (devtools/netmonitor.css)

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@ -6,5 +6,5 @@
<svg xmlns="http://www.w3.org/2000/svg" x="0px" y="0px" width="64px" height="64px" viewBox="0 0 64 64">
<path d="m 12.183457,12.241457 c -11.129861,11.12986 -11.129861,29.175226 0,40.305086 11.12986,11.129861 29.175226,11.129861 40.305086,0 11.129861,-11.12986 11.129861,-29.175226 0,-40.305086 -11.12986,-11.129861 -29.175226,-11.129861 -40.305086,0 z m 32.241241,14.52963 -5.531697,5.531696 5.388154,5.388154 c 1.82575,1.82575 1.82575,4.823882 0,6.649632 -1.827164,1.827164 -4.825297,1.827164 -6.651047,0.0014 l -5.388153,-5.388153 -5.527454,5.527453 c -1.781909,1.781909 -4.686704,1.779081 -6.465784,0 -1.779081,-1.77908 -1.781202,-4.684582 0,-6.465784 l 5.527453,-5.527454 -5.388153,-5.388153 c -1.82575,-1.82575 -1.82575,-4.823883 0.0014,-6.651047 1.82575,-1.82575 4.823882,-1.82575 6.649632,0 l 5.388154,5.388154 5.531696,-5.531697 c 1.777667,-1.777666 4.68529,-1.777666 6.46437,0.0014 1.779081,1.77908 1.779081,4.686703 0.0014,6.46437 z"
style="fill:#d8abab" />
style="fill:#FF6B00" />
</svg>

До

Ширина:  |  Высота:  |  Размер: 1.2 KiB

После

Ширина:  |  Высота:  |  Размер: 1.2 KiB

Просмотреть файл

@ -0,0 +1,67 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/* Manifest Editor overrides */
.variables-view-container.manifest-editor {
background-color: #F5F5F5;
padding: 20px 13px;
}
.manifest-editor .variable-or-property:focus > .title {
background-color: #EDEDED;
color: #000;
border-radius: 4px;
}
.manifest-editor .variables-view-property > .title > .name {
color: #27406A;
}
.manifest-editor .variable-or-property > .title > label {
font-family: monospace;
}
.manifest-editor .variable-or-property > .title > .token-string {
color: #54BC6A;
font-weight: bold;
}
.manifest-editor .variable-or-property > .title > .token-boolean,
.manifest-editor .variable-or-property > .title > .token-number {
color: #009BD4;
font-weight: bold;
}
.manifest-editor .variable-or-property > .title > .token-undefined {
color: #bbb;
}
.manifest-editor .variable-or-property > .title > .token-null {
color: #999;
}
.manifest-editor .variable-or-property > .title > .token-other {
color: #333;
}
.manifest-editor .variables-view-variable {
border-bottom: none;
}
.manifest-editor .variables-view-delete,
.manifest-editor .variables-view-delete:hover,
.manifest-editor .variables-view-delete:active {
list-style-image: none;
-moz-image-region: initial;
}
.manifest-editor .variables-view-delete::before {
width: 12px;
height: 12px;
content: "";
display: inline-block;
background-image: url("app-manager/remove.svg");
background-size: 12px auto;
}

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@ -110,6 +110,7 @@ strong {
right: 5px;
bottom: 5px;
visibility: hidden;
opacity: 0.5;
}
.project-item:hover .button-remove {

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@ -0,0 +1,107 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#body {
background: url(background-noise-toolbar.png), hsl(208,11%,27%);
}
#content {
background: #fff;
}
/* Reload and waiting notices */
.notice-container {
background: transparent;
margin-top: -50vh;
color: #fff;
}
#reload-notice {
font-size: 120%;
}
#waiting-notice {
font-size: 110%;
}
#waiting-notice::before {
display: inline-block;
content: "";
background: url("chrome://global/skin/icons/loading_16.png") center no-repeat;
width: 16px;
height: 16px;
-moz-margin-end: 6px;
}
#requests-menu-reload-notice-button {
min-height: 2em;
}
/* Shaders pane */
#shaders-pane {
min-width: 150px;
}
#shaders-pane + .devtools-side-splitter {
-moz-border-start-color: transparent;
}
.side-menu-widget-item-checkbox {
-moz-appearance: none;
-moz-margin-end: -6px;
padding: 0;
opacity: 0;
transition: opacity .15s ease-out 0s;
}
/* Only show the checkbox when the source is hovered over, is selected, or if it
* is not checked. */
.side-menu-widget-item:hover > .side-menu-widget-item-checkbox,
.side-menu-widget-item.selected > .side-menu-widget-item-checkbox,
.side-menu-widget-item-checkbox:not([checked]) {
opacity: 1;
transition: opacity .15s ease-out 0s;
}
.side-menu-widget-item-checkbox > .checkbox-check {
-moz-appearance: none;
background: none;
background-image: url("chrome://browser/skin/devtools/itemToggle.png");
background-repeat: no-repeat;
background-clip: content-box;
background-size: 32px 16px;
background-position: -16px 0;
width: 16px;
height: 16px;
border: 0;
}
.side-menu-widget-item-checkbox[checked] > .checkbox-check {
background-position: 0 0;
}
.side-menu-widget-item-checkbox:not([checked]) ~ .side-menu-widget-item-contents {
color: #888;
}
/* Shader source editors */
#editors-splitter {
-moz-border-start-color: rgb(61,69,76);
}
.editor-label {
background: url(background-noise-toolbar.png), hsl(208,11%,27%);
border-top: 1px solid #222426;
padding: 1px 12px;
color: #fff;
}
.editor-label[selected] {
background: linear-gradient(hsl(206,61%,40%), hsl(206,61%,31%)) repeat-x top left;
box-shadow: inset 0 1px 0 hsla(210,40%,83%,.15),
inset 0 -1px 0 hsla(210,40%,83%,.05);
}

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@ -0,0 +1,5 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
%include ../../shared/devtools/shadereditor.inc.css

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@ -568,6 +568,26 @@
text-shadow: 0 0 8px #ccf;
}
/* Aligned values */
.variables-view-container[aligned-values] .title > .separator {
-moz-box-flex: 1;
}
.variables-view-container[aligned-values] .title > .value {
width: 70vw;
}
.variables-view-container[aligned-values] .title > .element-value-input {
width: calc(70vw - 10px);
}
/* Actions first */
.variables-view-container[actions-first] .variables-view-delete {
-moz-box-ordinal-group: 0;
}
/* Variables and properties tooltips */
.variable-or-property > tooltip > label {
@ -603,10 +623,6 @@
-moz-image-region: rect(0,48px,16px,32px);
}
*:not(:hover) .variables-view-delete {
display: none;
}
.variables-view-delete > .toolbarbutton-text {
display: none;
}
@ -670,3 +686,5 @@
.arrow[invisible] {
visibility: hidden;
}
%include ../../shared/devtools/app-manager/manifest-editor.inc.css

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@ -154,7 +154,7 @@ browser.jar:
skin/classic/browser/devtools/dark-theme.css (../shared/devtools/dark-theme.css)
skin/classic/browser/devtools/light-theme.css (../shared/devtools/light-theme.css)
skin/classic/browser/devtools/controls.png (../shared/devtools/controls.png)
skin/classic/browser/devtools/widgets.css (devtools/widgets.css)
* skin/classic/browser/devtools/widgets.css (devtools/widgets.css)
skin/classic/browser/devtools/commandline-icon.png (devtools/commandline-icon.png)
skin/classic/browser/devtools/alerticon-warning.png (devtools/alerticon-warning.png)
skin/classic/browser/devtools/ruleview.css (devtools/ruleview.css)
@ -199,6 +199,7 @@ browser.jar:
skin/classic/browser/devtools/breadcrumbs/rtl-start-selected.png (devtools/breadcrumbs/rtl-start-selected.png)
skin/classic/browser/devtools/splitview.css (devtools/splitview.css)
skin/classic/browser/devtools/styleeditor.css (devtools/styleeditor.css)
* skin/classic/browser/devtools/shadereditor.css (devtools/shadereditor.css)
skin/classic/browser/devtools/debugger.css (devtools/debugger.css)
* skin/classic/browser/devtools/profiler.css (devtools/profiler.css)
skin/classic/browser/devtools/netmonitor.css (devtools/netmonitor.css)
@ -430,7 +431,7 @@ browser.jar:
skin/classic/aero/browser/devtools/dark-theme.css (../shared/devtools/dark-theme.css)
skin/classic/aero/browser/devtools/light-theme.css (../shared/devtools/light-theme.css)
skin/classic/aero/browser/devtools/controls.png (../shared/devtools/controls.png)
skin/classic/aero/browser/devtools/widgets.css (devtools/widgets.css)
* skin/classic/aero/browser/devtools/widgets.css (devtools/widgets.css)
skin/classic/aero/browser/devtools/commandline-icon.png (devtools/commandline-icon.png)
skin/classic/aero/browser/devtools/command-paintflashing.png (devtools/command-paintflashing.png)
skin/classic/aero/browser/devtools/command-responsivemode.png (devtools/command-responsivemode.png)
@ -475,6 +476,7 @@ browser.jar:
skin/classic/aero/browser/devtools/breadcrumbs/rtl-start-selected.png (devtools/breadcrumbs/rtl-start-selected.png)
skin/classic/aero/browser/devtools/splitview.css (devtools/splitview.css)
skin/classic/aero/browser/devtools/styleeditor.css (devtools/styleeditor.css)
* skin/classic/aero/browser/devtools/shadereditor.css (devtools/shadereditor.css)
skin/classic/aero/browser/devtools/debugger.css (devtools/debugger.css)
* skin/classic/aero/browser/devtools/profiler.css (devtools/profiler.css)
skin/classic/aero/browser/devtools/netmonitor.css (devtools/netmonitor.css)

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@ -71,10 +71,12 @@ public class Tabs implements GeckoEventListener {
private final Runnable mPersistTabsRunnable = new Runnable() {
@Override
public void run() {
boolean syncIsSetup = SyncAccounts.syncAccountsExist(getAppContext());
if (syncIsSetup) {
TabsAccessor.persistLocalTabs(getContentResolver(), getTabsInOrder());
}
try {
boolean syncIsSetup = SyncAccounts.syncAccountsExist(getAppContext());
if (syncIsSetup) {
TabsAccessor.persistLocalTabs(getContentResolver(), getTabsInOrder());
}
} catch (SecurityException se) {} // will fail without android.permission.GET_ACCOUNTS
}
};

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@ -3931,6 +3931,10 @@
"kind": "boolean",
"description": "How many times has the devtool's Style Editor been opened?"
},
"DEVTOOLS_SHADEREDITOR_OPENED_BOOLEAN": {
"kind": "boolean",
"description": "How many times has the devtool's Shader Editor been opened?"
},
"DEVTOOLS_JSPROFILER_OPENED_BOOLEAN": {
"kind": "boolean",
"description": "How many times has the devtool's JS Profiler been opened?"
@ -4003,6 +4007,10 @@
"kind": "flag",
"description": "How many users have opened the devtool's Style Editor?"
},
"DEVTOOLS_SHADEREDITOR_OPENED_PER_USER_FLAG": {
"kind": "flag",
"description": "How many users have opened the devtool's Shader Editor?"
},
"DEVTOOLS_JSPROFILER_OPENED_PER_USER_FLAG": {
"kind": "flag",
"description": "How many users have opened the devtool's JS Profiler?"
@ -4103,6 +4111,12 @@
"n_buckets": 100,
"description": "How long has the style editor been active (seconds)"
},
"DEVTOOLS_SHADEREDITOR_TIME_ACTIVE_SECONDS": {
"kind": "exponential",
"high": "10000000",
"n_buckets": 100,
"description": "How long has the Shader Editor been active (seconds)"
},
"DEVTOOLS_JSPROFILER_TIME_ACTIVE_SECONDS": {
"kind": "exponential",
"high": "10000000",

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@ -2,13 +2,6 @@
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/**
* WARNING: BackgroundPageThumbs.jsm is currently excluded from release builds.
* If you use it, you must also exclude your caller when RELEASE_BUILD is
* defined, as described here:
* https://wiki.mozilla.org/Platform/Channel-specific_build_defines
*/
const EXPORTED_SYMBOLS = [
"BackgroundPageThumbs",
];
@ -40,11 +33,6 @@ const BackgroundPageThumbs = {
*
* The page is loaded anonymously, and plug-ins are disabled.
*
* WARNING: BackgroundPageThumbs.jsm is currently excluded from release
* builds. If you use it, you must also exclude your caller when
* RELEASE_BUILD is defined, as described here:
* https://wiki.mozilla.org/Platform/Channel-specific_build_defines
*
* @param url The URL to capture.
* @param options An optional object that configures the capture. Its
* properties are the following, and all are optional:
@ -86,11 +74,6 @@ const BackgroundPageThumbs = {
* Asynchronously captures a thumbnail of the given URL if one does not
* already exist. Otherwise does nothing.
*
* WARNING: BackgroundPageThumbs.jsm is currently excluded from release
* builds. If you use it, you must also exclude your caller when
* RELEASE_BUILD is defined, as described here:
* https://wiki.mozilla.org/Platform/Channel-specific_build_defines
*
* @param url The URL to capture.
* @param options An optional object that configures the capture. See
* capture() for description.

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@ -3,6 +3,4 @@
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
toolkit.jar:
#ifndef RELEASE_BUILD
+ content/global/backgroundPageThumbsContent.js (content/backgroundPageThumbsContent.js)
#endif

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@ -12,9 +12,7 @@ EXTRA_COMPONENTS += [
]
EXTRA_JS_MODULES += [
'BackgroundPageThumbs.jsm',
'PageThumbs.jsm',
'PageThumbsWorker.js',
]
if not CONFIG['RELEASE_BUILD']:
EXTRA_JS_MODULES += ['BackgroundPageThumbs.jsm']

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@ -2,18 +2,9 @@
# License, v. 2.0. If a copy of the MPL was not distributed with this file,
# You can obtain one at http://mozilla.org/MPL/2.0/.
ifndef RELEASE_BUILD
MOCHITEST_BROWSER_FILES += \
browser_thumbnails_background.js \
browser_thumbnails_update.js \
thumbnails_background.sjs \
thumbnails_update.sjs \
$(NULL)
ifdef MOZ_CRASHREPORTER
MOCHITEST_BROWSER_FILES += \
browser_thumbnails_background_crash.js \
thumbnails_crash_content_helper.js \
$(NULL)
endif
endif

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@ -5,7 +5,10 @@ support-files =
background_red_scroll.html
head.js
privacy_cache_control.sjs
thumbnails_background.sjs
thumbnails_update.sjs
[browser_thumbnails_background.js]
[browser_thumbnails_bug726727.js]
[browser_thumbnails_bug727765.js]
[browser_thumbnails_bug818225.js]
@ -15,3 +18,4 @@ support-files =
[browser_thumbnails_redirect.js]
[browser_thumbnails_storage.js]
[browser_thumbnails_storage_migrate3.js]
[browser_thumbnails_update.js]

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@ -0,0 +1,851 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
const {Cc, Ci, Cu, Cr} = require("chrome");
Cu.import("resource://gre/modules/Services.jsm");
const events = require("sdk/event/core");
const protocol = require("devtools/server/protocol");
const { on, once, off, emit } = events;
const { method, Arg, Option, RetVal } = protocol;
const WEBGL_CONTEXT_NAMES = ["webgl", "experimental-webgl", "moz-webgl"];
const HIGHLIGHT_FRAG_SHADER = [
"precision lowp float;",
"void main() {",
"gl_FragColor.rgba = vec4(%color);",
"}"
].join("\n");
exports.register = function(handle) {
handle.addTabActor(WebGLActor, "webglActor");
}
exports.unregister = function(handle) {
handle.removeTabActor(WebGLActor);
}
/**
* A WebGL Shader contributing to building a WebGL Program.
* You can either retrieve, or compile the source of a shader, which will
* automatically inflict the necessary changes to the WebGL state.
*/
let ShaderActor = protocol.ActorClass({
typeName: "gl-shader",
initialize: function(conn, id) {
protocol.Actor.prototype.initialize.call(this, conn);
},
/**
* Gets the source code for this shader.
*/
getText: method(function() {
return this.text;
}, {
response: { text: RetVal("string") }
}),
/**
* Sets and compiles new source code for this shader.
*/
compile: method(function(text) {
// Get the shader and corresponding program to change via the WebGL proxy.
let { context, shader, program, observer: { proxy } } = this;
// Get the new shader source to inject.
let oldText = this.text;
let newText = text;
// Overwrite the shader's source.
let error = proxy.call("compileShader", context, program, shader, this.text = newText);
// If something went wrong, revert to the previous shader.
if (error.compile || error.link) {
proxy.call("compileShader", context, program, shader, this.text = oldText);
return error;
}
return undefined;
}, {
request: { text: Arg(0, "string") },
response: { error: RetVal("nullable:json") }
})
});
/**
* The corresponding Front object for the ShaderActor.
*/
let ShaderFront = protocol.FrontClass(ShaderActor, {
initialize: function(client, form) {
protocol.Front.prototype.initialize.call(this, client, form);
}
});
/**
* A WebGL program is composed (at the moment, analogue to OpenGL ES 2.0)
* of two shaders: a vertex shader and a fragment shader.
*/
let ProgramActor = protocol.ActorClass({
typeName: "gl-program",
initialize: function(conn, id) {
protocol.Actor.prototype.initialize.call(this, conn);
this._shaderActorsCache = { vertex: null, fragment: null };
},
/**
* Gets the vertex shader linked to this program. This method guarantees
* a single actor instance per shader.
*/
getVertexShader: method(function() {
return this._getShaderActor("vertex");
}, {
response: { shader: RetVal("gl-shader") }
}),
/**
* Gets the fragment shader linked to this program. This method guarantees
* a single actor instance per shader.
*/
getFragmentShader: method(function() {
return this._getShaderActor("fragment");
}, {
response: { shader: RetVal("gl-shader") }
}),
/**
* Replaces this program's fragment shader with an temporary
* easy-to-distinguish alternative. See HIGHLIGHT_FRAG_SHADER.
*/
highlight: method(function(color) {
let shaderActor = this._getShaderActor("fragment");
let oldText = shaderActor.text;
let newText = HIGHLIGHT_FRAG_SHADER.replace("%color", color)
shaderActor.compile(newText);
shaderActor.text = oldText;
}, {
request: { color: Arg(0, "array:string") },
oneway: true
}),
/**
* Reverts this program's fragment shader to the latest user-defined source.
*/
unhighlight: method(function() {
let shaderActor = this._getShaderActor("fragment");
shaderActor.compile(shaderActor.text);
}, {
oneway: true
}),
/**
* Returns a cached ShaderActor instance based on the required shader type.
*
* @param string type
* Either "vertex" or "fragment".
* @return ShaderActor
* The respective shader actor instance.
*/
_getShaderActor: function(type) {
if (this._shaderActorsCache[type]) {
return this._shaderActorsCache[type];
}
let shaderActor = new ShaderActor(this.conn);
shaderActor.context = this.context;
shaderActor.observer = this.observer;
shaderActor.program = this.program;
shaderActor.shader = this.shadersData[type].ref;
shaderActor.text = this.shadersData[type].text;
return this._shaderActorsCache[type] = shaderActor;
}
});
/**
* The corresponding Front object for the ProgramActor.
*/
let ProgramFront = protocol.FrontClass(ProgramActor, {
initialize: function(client, form) {
protocol.Front.prototype.initialize.call(this, client, form);
}
});
/**
* The WebGL Actor handles simple interaction with a WebGL context via a few
* high-level methods. After instantiating this actor, you'll need to set it
* up by calling setup().
*/
let WebGLActor = exports.WebGLActor = protocol.ActorClass({
typeName: "webgl",
initialize: function(conn, tabActor) {
protocol.Actor.prototype.initialize.call(this, conn);
this.tabActor = tabActor;
this._onGlobalCreated = this._onGlobalCreated.bind(this);
this._onProgramLinked = this._onProgramLinked.bind(this);
},
destroy: function(conn) {
protocol.Actor.prototype.destroy.call(this, conn);
this.finalize();
},
/**
* Starts waiting for the current tab actor's document global to be
* created, in order to instrument the Canvas context and become
* aware of everything the content does WebGL-wise.
*
* See ContentObserver and WebGLInstrumenter for more details.
*/
setup: method(function() {
if (this._initialized) {
return;
}
this._initialized = true;
this._contentObserver = new ContentObserver(this.tabActor);
this._webglObserver = new WebGLObserver();
on(this._contentObserver, "global-created", this._onGlobalCreated);
on(this._webglObserver, "program-linked", this._onProgramLinked);
this.tabActor.window.location.reload();
}, {
oneway: true
}),
/**
* Stops listening for document global changes and puts this actor
* to hibernation. This method is called automatically just before the
* actor is destroyed.
*/
finalize: method(function() {
if (!this._initialized) {
return;
}
this._initialized = false;
this._contentObserver.stopListening();
off(this._contentObserver, "global-created", this._onGlobalCreated);
off(this._webglObserver, "program-linked", this._onProgramLinked);
}, {
oneway: true
}),
/**
* Events emitted by this actor. The "program-linked" event is fired
* every time a WebGL program was linked with its respective two shaders.
*/
events: {
"program-linked": {
type: "programLinked",
program: Arg(0, "gl-program")
}
},
/**
* Invoked whenever the current tab actor's document global is created.
*/
_onGlobalCreated: function(window) {
WebGLInstrumenter.handle(window, this._webglObserver);
},
/**
* Invoked whenever the current WebGL context links a program.
*/
_onProgramLinked: function(gl, program, shaders) {
let observer = this._webglObserver;
let shadersData = { vertex: null, fragment: null };
for (let shader of shaders) {
let text = observer.cache.call("getShaderInfo", shader);
let data = { ref: shader, text: text };
// Make sure the shader data object always contains the vertex shader
// first, and the fragment shader second. There are no guarantees that
// the compilation order of shaders in the debuggee is always the same.
if (gl.getShaderParameter(shader, gl.SHADER_TYPE) == gl.VERTEX_SHADER) {
shadersData.vertex = data;
} else {
shadersData.fragment = data;
}
}
let programActor = new ProgramActor(this.conn);
programActor.context = gl;
programActor.observer = observer;
programActor.program = program;
programActor.shadersData = shadersData;
events.emit(this, "program-linked", programActor);
}
});
/**
* The corresponding Front object for the WebGLActor.
*/
let WebGLFront = exports.WebGLFront = protocol.FrontClass(WebGLActor, {
initialize: function(client, { webglActor }) {
protocol.Front.prototype.initialize.call(this, client, { actor: webglActor });
client.addActorPool(this);
this.manage(this);
}
});
/**
* Handles adding an observer for the creation of content document globals,
* event sent immediately after a web content document window has been set up,
* but before any script code has been executed. This will allow us to
* instrument the HTMLCanvasElement with the appropriate inspection methods.
*/
function ContentObserver(tabActor) {
this._contentWindow = tabActor.browser.contentWindow;
this._onContentGlobalCreated = this._onContentGlobalCreated.bind(this);
this.startListening();
}
ContentObserver.prototype = {
/**
* Starts listening for the required observer messages.
*/
startListening: function() {
Services.obs.addObserver(
this._onContentGlobalCreated, "content-document-global-created", false);
},
/**
* Stops listening for the required observer messages.
*/
stopListening: function() {
Services.obs.removeObserver(
this._onContentGlobalCreated, "content-document-global-created", false);
},
/**
* Fired immediately after a web content document window has been set up.
*/
_onContentGlobalCreated: function(subject, topic, data) {
if (subject == this._contentWindow) {
emit(this, "global-created", subject);
}
}
};
/**
* Instruments a HTMLCanvasElement with the appropriate inspection methods.
*/
let WebGLInstrumenter = {
/**
* Overrides the getContext method in the HTMLCanvasElement prototype.
*
* @param nsIDOMWindow window
* The window to perform the instrumentation in.
* @param WebGLObserver observer
* The observer watching function calls in the context.
*/
handle: function(window, observer) {
let self = this;
let canvasElem = XPCNativeWrapper.unwrap(window.HTMLCanvasElement);
let canvasPrototype = canvasElem.prototype;
let originalGetContext = canvasPrototype.getContext;
/**
* Returns a drawing context on the canvas, or null if the context ID is
* not supported. This override creates an observer for the targeted context
* type and instruments specific functions in the targeted context instance.
*/
canvasPrototype.getContext = function(name, options) {
// Make sure a context was able to be created.
let context = originalGetContext.call(this, name, options);
if (!context) {
return context;
}
// Make sure a WebGL (not a 2D) context will be instrumented.
if (WEBGL_CONTEXT_NAMES.indexOf(name) == -1) {
return context;
}
// Link our observer to the new WebGL context methods.
for (let { timing, callback, functions } of self._methods) {
for (let func of functions) {
self._instrument(observer, context, func, timing, callback);
}
}
// Return the decorated context back to the content consumer, which
// will continue using it normally.
return context;
};
},
/**
* Overrides a specific method in a HTMLCanvasElement context.
*
* @param WebGLObserver observer
* The observer watching function calls in the context.
* @param WebGLRenderingContext context
* The targeted context instance.
* @param string funcName
* The function to override.
* @param string timing [optional]
* When to issue the callback in relation to the actual context
* function call. Availalble values are "before" and "after" (default).
* @param string callbackName [optional]
* A custom callback function name in the observer. If unspecified,
* it will default to the name of the function to override.
*/
_instrument: function(observer, context, funcName, timing, callbackName) {
let originalFunc = context[funcName];
context[funcName] = function() {
let glArgs = Array.slice(arguments);
let glResult, glBreak;
if (timing == "before" && !observer.suppressHandlers) {
glBreak = observer.call(callbackName || funcName, context, glArgs);
if (glBreak) return undefined;
}
glResult = originalFunc.apply(this, glArgs);
if (timing == "after" && !observer.suppressHandlers) {
glBreak = observer.call(callbackName || funcName, context, glArgs, glResult);
if (glBreak) return undefined;
}
return glResult;
};
},
/**
* Override mappings for WebGL methods.
*/
_methods: [{
timing: "after",
functions: [
"linkProgram", "getAttribLocation", "getUniformLocation"
]
}, {
timing: "before",
callback: "toggleVertexAttribArray",
functions: [
"enableVertexAttribArray", "disableVertexAttribArray"
]
}, {
timing: "before",
callback: "attribute_",
functions: [
"vertexAttrib1f", "vertexAttrib2f", "vertexAttrib3f", "vertexAttrib4f",
"vertexAttrib1fv", "vertexAttrib2fv", "vertexAttrib3fv", "vertexAttrib4fv",
"vertexAttribPointer"
]
}, {
timing: "before",
callback: "uniform_",
functions: [
"uniform1i", "uniform2i", "uniform3i", "uniform4i",
"uniform1f", "uniform2f", "uniform3f", "uniform4f",
"uniform1iv", "uniform2iv", "uniform3iv", "uniform4iv",
"uniform1fv", "uniform2fv", "uniform3fv", "uniform4fv",
"uniformMatrix2fv", "uniformMatrix3fv", "uniformMatrix4fv"
]
}]
// TODO: It'd be a good idea to handle other functions as well:
// - getActiveUniform
// - getUniform
// - getActiveAttrib
// - getVertexAttrib
};
/**
* An observer that captures a WebGL context's method calls.
*/
function WebGLObserver() {
this.cache = new WebGLCache(this);
this.proxy = new WebGLProxy(this);
}
WebGLObserver.prototype = {
/**
* Set this flag to true to stop observing any context function calls.
*/
suppressHandlers: false,
/**
* Called immediately *after* 'linkProgram' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
* @param void glResult
* The returned value of the original function call.
*/
linkProgram: function(gl, glArgs, glResult) {
let program = glArgs[0];
let shaders = gl.getAttachedShaders(program);
for (let shader of shaders) {
let source = gl.getShaderSource(shader);
this.cache.call("addShaderInfo", shader, source);
}
emit(this, "program-linked", gl, program, shaders);
},
/**
* Called immediately *after* 'getAttribLocation' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
* @param GLint glResult
* The returned value of the original function call.
*/
getAttribLocation: function(gl, glArgs, glResult) {
let [program, name] = glArgs;
this.cache.call("addAttribute", program, name, glResult);
},
/**
* Called immediately *after* 'getUniformLocation' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
* @param WebGLUniformLocation glResult
* The returned value of the original function call.
*/
getUniformLocation: function(gl, glArgs, glResult) {
let [program, name] = glArgs;
this.cache.call("addUniform", program, name, glResult);
},
/**
* Called immediately *before* 'enableVertexAttribArray' or
* 'disableVertexAttribArray'is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
*/
toggleVertexAttribArray: function(gl, glArgs) {
glArgs[0] = this.cache.call("getCurrentAttributeLocation", glArgs[0]);
return glArgs[0] < 0;
},
/**
* Called immediately *before* 'attribute_' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
*/
attribute_: function(gl, glArgs) {
glArgs[0] = this.cache.call("getCurrentAttributeLocation", glArgs[0]);
return glArgs[0] < 0;
},
/**
* Called immediately *before* 'uniform_' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
*/
uniform_: function(gl, glArgs) {
glArgs[0] = this.cache.call("getCurrentUniformLocation", glArgs[0]);
return !glArgs[0];
},
/**
* Executes a function in this object.
* This method makes sure that any handlers in the context observer are
* suppressed, hence stopping observing any context function calls.
*
* @param string funcName
* The function to call.
*/
call: function(funcName, ...args) {
let prevState = this.suppressHandlers;
this.suppressHandlers = true;
let result = this[funcName].apply(this, args);
this.suppressHandlers = prevState;
return result;
}
};
/**
* A cache storing WebGL state, like shaders, attributes or uniforms.
*
* @param WebGLObserver observer
* The observer for the target context.
*/
function WebGLCache(observer) {
this._observer = observer;
this._shaders = new Map();
this._attributes = [];
this._uniforms = [];
this._attributesBridge = new Map();
this._uniformsBridge = new Map();
}
WebGLCache.prototype = {
/**
* Adds shader information to the cache.
*
* @param WebGLShader shader
* The shader for which the source is to be cached. If the shader
* was already cached, nothing happens.
* @param string text
* The current shader text.
*/
_addShaderInfo: function(shader, text) {
if (!this._shaders.has(shader)) {
this._shaders.set(shader, text);
}
},
/**
* Gets shader information from the cache.
*
* @param WebGLShader shader
* The shader for which the source was cached.
* @return object | null
* The original shader source, or null if there's a cache miss.
*/
_getShaderInfo: function(shader) {
return this._shaders.get(shader);
},
/**
* Adds an attribute to the cache.
*
* @param WebGLProgram program
* The program for which the attribute is bound. If the attribute
* was already cached, nothing happens.
* @param string name
* The attribute name.
* @param GLint value
* The attribute value.
*/
_addAttribute: function(program, name, value) {
let isCached = this._attributes.some(e => e.program == program && e.name == name);
if (isCached || value < 0) {
return;
}
let attributeInfo = {
program: program,
name: name,
value: value
};
this._attributes.push(attributeInfo);
this._attributesBridge.set(value, attributeInfo);
},
/**
* Adds a uniform to the cache.
*
* @param WebGLProgram program
* The program for which the uniform is bound. If the uniform
* was already cached, nothing happens.
* @param string name
* The uniform name.
* @param WebGLUniformLocation value
* The uniform value.
*/
_addUniform: function(program, name, value) {
let isCached = this._uniforms.some(e => e.program == program && e.name == name);
if (isCached || !value) {
return;
}
let uniformInfo = {
program: program,
name: name,
value: value
};
this._uniforms.push(uniformInfo);
this._uniformsBridge.set(new XPCNativeWrapper(value), uniformInfo);
},
/**
* Gets all the cached attributes for a specific program.
*
* @param WebGLProgram program
* The program for which the attributes are bound.
* @return array
* A list containing information about all the attributes.
*/
_getAttributesForProgram: function(program) {
return this._attributes.filter(e => e.program == program);
},
/**
* Gets all the cached uniforms for a specific program.
*
* @param WebGLProgram program
* The program for which the uniforms are bound.
* @return array
* A list containing information about all the uniforms.
*/
_getUniformsForProgram: function(program) {
return this._uniforms.filter(e => e.program == program);
},
/**
* Updates the attribute locations for a specific program.
* This is necessary, for example, when the shader is relinked and all the
* attribute locations become obsolete.
*
* @param WebGLRenderingContext gl
* The WebGL context owning the program.
* @param WebGLProgram program
* The program for which the attributes need updating.
*/
_updateAttributesForProgram: function(gl, program) {
let dirty = this._attributes.filter(e => e.program == program);
dirty.forEach(e => e.value = gl.getAttribLocation(program, e.name));
},
/**
* Updates the uniform locations for a specific program.
* This is necessary, for example, when the shader is relinked and all the
* uniform locations become obsolete.
*
* @param WebGLRenderingContext gl
* The WebGL context owning the program.
* @param WebGLProgram program
* The program for which the uniforms need updating.
*/
_updateUniformsForProgram: function(gl, program) {
let dirty = this._uniforms.filter(e => e.program == program);
dirty.forEach(e => e.value = gl.getUniformLocation(program, e.name));
},
/**
* Gets the actual attribute location in a specific program.
* When relinked, all the attribute locations become obsolete and are updated
* in the cache. This method returns the (current) real attribute location.
*
* @param GLint initialValue
* The initial attribute value.
* @return GLint
* The current attribute value, or the initial value if it's already
* up to date with its corresponding program.
*/
_getCurrentAttributeLocation: function(initialValue) {
let currentInfo = this._attributesBridge.get(initialValue);
return currentInfo ? currentInfo.value : initialValue;
},
/**
* Gets the actual uniform location in a specific program.
* When relinked, all the uniform locations become obsolete and are updated
* in the cache. This method returns the (current) real uniform location.
*
* @param WebGLUniformLocation initialValue
* The initial uniform value.
* @return WebGLUniformLocation
* The current uniform value, or the initial value if it's already
* up to date with its corresponding program.
*/
_getCurrentUniformLocation: function(initialValue) {
let currentInfo = this._uniformsBridge.get(initialValue);
return currentInfo ? currentInfo.value : initialValue;
},
/**
* Executes a function in this object.
* This method makes sure that any handlers in the context observer are
* suppressed, hence stopping observing any context function calls.
*
* @param string funcName
* The function to call.
* @return any
* The called function result.
*/
call: function(funcName, ...aArgs) {
let prevState = this._observer.suppressHandlers;
this._observer.suppressHandlers = true;
let result = this["_" + funcName].apply(this, aArgs);
this._observer.suppressHandlers = prevState;
return result;
}
};
/**
* A mechanism for injecting or qureying state into/from a WebGL context.
*
* @param WebGLObserver observer
* The observer for the target context.
*/
function WebGLProxy(observer) {
this._observer = observer;
}
WebGLProxy.prototype = {
get cache() this._observer.cache,
/**
* Changes a shader's source code and relinks the respective program.
*
* @param WebGLRenderingContext gl
* The WebGL context owning the program.
* @param WebGLProgram program
* The program who's linked shader is to be modified.
* @param WebGLShader shader
* The shader to be modified.
* @param string text
* The new shader source code.
* @return string
* The shader's compilation and linking status.
*/
_compileShader: function(gl, program, shader, text) {
gl.shaderSource(shader, text);
gl.compileShader(shader);
gl.linkProgram(program);
let error = { compile: "", link: "" };
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
error.compile = gl.getShaderInfoLog(shader);
}
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
error.link = gl.getShaderInfoLog(shader);
}
this.cache.call("updateAttributesForProgram", gl, program);
this.cache.call("updateUniformsForProgram", gl, program);
return error;
},
/**
* Executes a function in this object.
* This method makes sure that any handlers in the context observer are
* suppressed, hence stopping observing any context function calls.
*
* @param string funcName
* The function to call.
* @return any
* The called function result.
*/
call: function(funcName, ...aArgs) {
let prevState = this._observer.suppressHandlers;
this._observer.suppressHandlers = true;
let result = this["_" + funcName].apply(this, aArgs);
this._observer.suppressHandlers = prevState;
return result;
}
};

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@ -366,6 +366,7 @@ var DebuggerServer = {
this.addActors("resource://gre/modules/devtools/server/actors/styleeditor.js");
this.addActors("resource://gre/modules/devtools/server/actors/webapps.js");
this.registerModule("devtools/server/actors/inspector");
this.registerModule("devtools/server/actors/webgl");
this.registerModule("devtools/server/actors/tracer");
this.registerModule("devtools/server/actors/device");
},
@ -384,6 +385,7 @@ var DebuggerServer = {
this.addActors("resource://gre/modules/devtools/server/actors/gcli.js");
this.addActors("resource://gre/modules/devtools/server/actors/styleeditor.js");
this.registerModule("devtools/server/actors/inspector");
this.registerModule("devtools/server/actors/webgl");
}
if (!("ContentAppActor" in DebuggerServer)) {
this.addActors("resource://gre/modules/devtools/server/actors/childtab.js");

Просмотреть файл

@ -102,6 +102,7 @@ const KEY_APP_SYSTEM_LOCAL = "app-system-local";
const KEY_APP_SYSTEM_SHARE = "app-system-share";
const KEY_APP_SYSTEM_USER = "app-system-user";
const NOTIFICATION_FLUSH_PERMISSIONS = "flush-pending-permissions";
const XPI_PERMISSION = "install";
const RDFURI_INSTALL_MANIFEST_ROOT = "urn:mozilla:install-manifest";
@ -1952,6 +1953,7 @@ var XPIProvider = {
Services.prefs.addObserver(PREF_EM_MIN_COMPAT_APP_VERSION, this, false);
Services.prefs.addObserver(PREF_EM_MIN_COMPAT_PLATFORM_VERSION, this, false);
Services.obs.addObserver(this, NOTIFICATION_FLUSH_PERMISSIONS, false);
let flushCaches = this.checkForChanges(aAppChanged, aOldAppVersion,
aOldPlatformVersion);
@ -3322,10 +3324,6 @@ var XPIProvider = {
aOldPlatformVersion) {
LOG("checkForChanges");
// Import the website installation permissions if the application has changed
if (aAppChanged !== false)
this.importPermissions();
// Keep track of whether and why we need to open and update the database at
// startup time.
let updateReasons = [];
@ -3521,6 +3519,7 @@ var XPIProvider = {
if (aUri.schemeIs("chrome") || aUri.schemeIs("file"))
return true;
this.importPermissions();
let permission = Services.perms.testPermission(aUri, XPI_PERMISSION);
if (permission == Ci.nsIPermissionManager.DENY_ACTION)
@ -3849,15 +3848,24 @@ var XPIProvider = {
* @see nsIObserver
*/
observe: function XPI_observe(aSubject, aTopic, aData) {
switch (aData) {
case PREF_EM_MIN_COMPAT_APP_VERSION:
case PREF_EM_MIN_COMPAT_PLATFORM_VERSION:
this.minCompatibleAppVersion = Prefs.getCharPref(PREF_EM_MIN_COMPAT_APP_VERSION,
null);
this.minCompatiblePlatformVersion = Prefs.getCharPref(PREF_EM_MIN_COMPAT_PLATFORM_VERSION,
null);
this.updateAddonAppDisabledStates();
break;
if (aTopic == NOTIFICATION_FLUSH_PERMISSIONS) {
if (!aData || aData == XPI_PERMISSION) {
this.importPermissions();
}
return;
}
if (aTopic == "nsPref:changed") {
switch (aData) {
case PREF_EM_MIN_COMPAT_APP_VERSION:
case PREF_EM_MIN_COMPAT_PLATFORM_VERSION:
this.minCompatibleAppVersion = Prefs.getCharPref(PREF_EM_MIN_COMPAT_APP_VERSION,
null);
this.minCompatiblePlatformVersion = Prefs.getCharPref(PREF_EM_MIN_COMPAT_PLATFORM_VERSION,
null);
this.updateAddonAppDisabledStates();
break;
}
}
},

Просмотреть файл

@ -1,37 +0,0 @@
/* Any copyright is dedicated to the Public Domain.
* http://creativecommons.org/publicdomain/zero/1.0/
*/
// Tests that xpinstall.[whitelist|blacklist].add preferences are emptied when
// converted into permissions on startup with new profile
const PREF_XPI_WHITELIST_PERMISSIONS = "xpinstall.whitelist.add";
const PREF_XPI_BLACKLIST_PERMISSIONS = "xpinstall.blacklist.add";
function run_test() {
createAppInfo("xpcshell@tests.mozilla.org", "XPCShell", "1", "1.9");
// Create own preferences to test
Services.prefs.setCharPref("xpinstall.whitelist.add.EMPTY", "");
Services.prefs.setCharPref("xpinstall.whitelist.add.TEST", "whitelist.example.com");
Services.prefs.setCharPref("xpinstall.blacklist.add.EMPTY", "");
Services.prefs.setCharPref("xpinstall.blacklist.add.TEST", "blacklist.example.com");
// Get list of preferences to check
var whitelistPreferences = Services.prefs.getChildList(PREF_XPI_WHITELIST_PERMISSIONS, {});
var blacklistPreferences = Services.prefs.getChildList(PREF_XPI_BLACKLIST_PERMISSIONS, {});
var preferences = whitelistPreferences.concat(blacklistPreferences);
startupManager();
// Check preferences were emptied
preferences.forEach(function(aPreference) {
try {
do_check_eq(Services.prefs.getCharPref(aPreference), "");
}
catch (e) {
// Successfully emptied
}
});
}

Просмотреть файл

@ -0,0 +1,71 @@
/* Any copyright is dedicated to the Public Domain.
* http://creativecommons.org/publicdomain/zero/1.0/
*/
// Tests that xpinstall.[whitelist|blacklist].add preferences are emptied when
// converted into permissions.
const PREF_XPI_WHITELIST_PERMISSIONS = "xpinstall.whitelist.add";
const PREF_XPI_BLACKLIST_PERMISSIONS = "xpinstall.blacklist.add";
function do_check_permission_prefs(preferences) {
// Check preferences were emptied
for (let pref of preferences) {
try {
do_check_eq(Services.prefs.getCharPref(pref), "");
}
catch (e) {
// Successfully emptied
}
}
}
function clear_imported_preferences_cache() {
let scope = Components.utils.import("resource://gre/modules/PermissionsUtils.jsm", {});
scope.gImportedPrefBranches.clear();
}
function run_test() {
createAppInfo("xpcshell@tests.mozilla.org", "XPCShell", "1", "1.9");
// Create own preferences to test
Services.prefs.setCharPref("xpinstall.whitelist.add.EMPTY", "");
Services.prefs.setCharPref("xpinstall.whitelist.add.TEST", "whitelist.example.com");
Services.prefs.setCharPref("xpinstall.blacklist.add.EMPTY", "");
Services.prefs.setCharPref("xpinstall.blacklist.add.TEST", "blacklist.example.com");
// Get list of preferences to check
var whitelistPreferences = Services.prefs.getChildList(PREF_XPI_WHITELIST_PERMISSIONS, {});
var blacklistPreferences = Services.prefs.getChildList(PREF_XPI_BLACKLIST_PERMISSIONS, {});
var preferences = whitelistPreferences.concat(blacklistPreferences);
startupManager();
// Permissions are imported lazily - act as thought we're checking an install,
// to trigger on-deman importing of the permissions.
let url = Services.io.newURI("http://example.com/file.xpi", null, null);
AddonManager.isInstallAllowed("application/x-xpinstall", url);
do_check_permission_prefs(preferences);
// Import can also be triggerred by an observer notification by any other area
// of code, such as a permissions management UI.
// First, request to flush all permissions
clear_imported_preferences_cache();
Services.prefs.setCharPref("xpinstall.whitelist.add.TEST2", "whitelist2.example.com");
Services.obs.notifyObservers(null, "flush-pending-permissions", "install");
do_check_permission_prefs(preferences);
// Then, request to flush just install permissions
clear_imported_preferences_cache();
Services.prefs.setCharPref("xpinstall.whitelist.add.TEST3", "whitelist3.example.com");
Services.obs.notifyObservers(null, "flush-pending-permissions", "");
do_check_permission_prefs(preferences);
// And a request to flush some other permissions sholdn't flush install permissions
clear_imported_preferences_cache();
Services.prefs.setCharPref("xpinstall.whitelist.add.TEST4", "whitelist4.example.com");
Services.obs.notifyObservers(null, "flush-pending-permissions", "lolcats");
do_check_eq(Services.prefs.getCharPref("xpinstall.whitelist.add.TEST4"), "whitelist4.example.com");
}

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@ -122,7 +122,6 @@ fail-if = os == "android"
[test_bug569138.js]
[test_bug570173.js]
[test_bug576735.js]
[test_bug578467.js]
[test_bug587088.js]
[test_bug594058.js]
[test_bug595081.js]
@ -205,6 +204,7 @@ skip-if = os == "android"
[test_migrate_max_version.js]
[test_onPropertyChanged_appDisabled.js]
[test_permissions.js]
[test_permissions_prefs.js]
[test_plugins.js]
[test_pluginchange.js]
[test_pluginBlocklistCtp.js]