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Side by Side Diff: third_party/WebKit/LayoutTests/paint/invalidation/animated-gif-background-offscreen.html

Issue 2319833002: Deflake paint/invalidation/animated-gif*.html (Closed)
Patch Set: Created 4 years, 3 months ago
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1 <!doctype HTML> 1 <!doctype HTML>
2 <body> 2 <body>
3 <div style="height: 2000px; width: 2000px;"> 3 <div style="height: 2000px; width: 2000px;">
4 <div id="targetImage" style="width: 50px; height: 50px"> 4 <div id="targetImage" style="width: 50px; height: 50px"></div>
5 <img id="testTarget" style="visibility: hidden">
5 </div> 6 </div>
6 <img id="testTarget" style="visibility: hidden">
7 7
8 <script src="../../fast/repaint/resources/text-based-repaint.js"></script> 8 <script src="../../fast/repaint/resources/text-based-repaint.js"></script>
9 <script> 9 <script>
10 window.testIsAsync = true; 10 window.testIsAsync = true;
11 11
12 // The image should not show a paint invalidation if offscreen if Slimming Paint is on.
13 // Otherwise it should.
14
15 // Steps:
16 // 1. Load the image
17 // 2. Move the image offscreen
18 // 3. Start tracking paint invalidation rects
19 // 4. Call layoutAndPaintAsyncThen (via runRepaintTest, which does this for us) to draw a frame
20 // 5. Wait longer than 100ms, so that the timer between the first and second ani mated GIF
21 // frame expires and a paint invalidation is issued on the animated GIF. (100 ms is the
22 // length of the first frame of the animation in the GIF file.)
23 // 6. Stop tracking paint invalidation rects (finishRepaintTest does this for us )
24
25 // These steps differ from a standard repaint test in that step 3 precedes step 4.
26 // This is critical because layoutAndPaintAsyncThen may take longer than the 100 ms of the timer,
27 // so we may miss it.
28
29 function repaintTest() { 12 function repaintTest() {
30 setTimeout(finishRepaintTest, 150); 13 if (window.internals)
14 internals.advanceImageAnimation(testTarget);
15 requestAnimationFrame(function() {
16 finishRepaintTest();
17 });
31 } 18 }
32 19
33 function targetImageOnload() { 20 function targetImageOnload() {
21 // Scroll targetImage offscreen.
34 window.scrollTo(0, 1000); 22 window.scrollTo(0, 1000);
35 if (window.internals)
36 window.internals.startTrackingRepaints(document);
37 runRepaintTest(); 23 runRepaintTest();
38 } 24 }
39 25
40 window.onload = function() { 26 window.onload = function() {
41 targetImage.style.background = "url(../../fast/backgrounds/resources/red-gre en-animated.gif)"; 27 targetImage.style.background = "url(../../fast/backgrounds/resources/red-gre en-animated.gif)";
42 28
43 // Use a parallel image element as a hack to detect whether the image has lo aded, and therefore 29 // Use a parallel image element as a hack to detect whether the image has lo aded, and therefore
44 // we'll get a frame. 30 // we'll get a frame.
45 testTarget.onload = targetImageOnload; 31 testTarget.onload = targetImageOnload;
46 testTarget.src = "../../fast/backgrounds/resources/red-green-animated.gif"; 32 testTarget.src = "../../fast/backgrounds/resources/red-green-animated.gif";
47 } 33 }
48 </script> 34 </script>
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