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Unified Diff: third_party/WebKit/LayoutTests/fast/canvas/webgl/offscreenCanvas-context-lost-worker.html

Issue 2490443002: Make OffscreenCanvas an EventTarget (Closed)
Patch Set: pass API layout tests Created 4 years, 1 month ago
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Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/offscreenCanvas-context-lost-worker.html
diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/offscreenCanvas-context-lost-worker.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/offscreenCanvas-context-lost-worker.html
new file mode 100644
index 0000000000000000000000000000000000000000..a041c140723575caea8a75ead080eec35d936c53
--- /dev/null
+++ b/third_party/WebKit/LayoutTests/fast/canvas/webgl/offscreenCanvas-context-lost-worker.html
@@ -0,0 +1,402 @@
+<!DOCTYPE html>
+<html>
+<head>
+<script src="../../../resources/testharness.js"></script>
+<script src="../../../resources/testharnessreport.js"></script>
+<script src="./resources/webgl-test-utils-full.js"></script>
+</head>
+
+<script id="myWorker" type="text/worker">
+var canvas;
+var gl;
+var extensionName;
+var extension;
+
+var buffer;
+var framebuffer;
+var renderbuffer;
+var program;
+var shader;
+var texture;
+var uniformLocation;
+var arrayBuffer;
+var arrayBufferView;
+var imageData;
+var float32array;
+var int32array;
+var OES_vertex_array_object;
+var vertexArrayObject;
+
+var validContextResults;
+var lostContextResults;
+
+function compareGLError(glError, evalStr)
+{
+ var exception;
+ try {
+ eval(evalStr);
+ } catch (e) {
+ exception = e;
+ }
+ if (exception) {
+ return false;
+ } else {
+ if (gl.getError() == glError)
+ return true;
+ return false;
+ }
+}
+
+var simpleTextureVertexShader = [
+ 'attribute vec4 vPosition;',
+ 'attribute vec2 texCoord0;',
+ 'varying vec2 texCoord;',
+ 'void main() {',
+ ' gl_Position = vPosition;',
+ ' texCoord = texCoord0;',
+ '}'].join('\n');
+
+var simpleTextureFragmentShader = [
+ 'precision mediump float;',
+ 'uniform sampler2D tex;',
+ 'varying vec2 texCoord;',
+ 'void main() {',
+ ' gl_FragData[0] = texture2D(tex, texCoord);',
+ '}'].join('\n');
+
+function getShader(gl, shaderStr, type)
+{
+ var shader = gl.createShader(type);
+ gl.shaderSource(shader, shaderStr);
+ gl.compileShader(shader);
+
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
+ return null;
+ return shader;
+}
+
+function setupProgram(gl, shaders, opt_attribs, opt_locations)
+{
+ var vertexShader = getShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER);
+ var fragmentShader = getShader(gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER);
+ var program = gl.createProgram();
+ gl.attachShader(program, vertexShader);
+ gl.attachShader(program, fragmentShader);
+
+ if (opt_attribs) {
+ for (var ii = 0; ii < opt_attribs.length; ++ii) {
+ gl.bindAttribLocation(
+ program,
+ opt_locations ? opt_locations[ii] : ii,
+ opt_attribs[ii]);
+ }
+ }
+ gl.linkProgram(program);
+
+ // Check the link status
+ var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
+ if (!linked) {
+ // something went wrong with the link
+ gl.deleteProgram(program);
+ return null;
+ }
+ gl.useProgram(program);
+ return program;
+}
+
+function setupSimpleTextureProgram(gl, opt_positionLocation, opt_texcoordLocation)
+{
+ opt_positionLocation = opt_positionLocation || 0;
+ opt_texcoordLocation = opt_texcoordLocation || 1;
+ return setupProgram(gl,
+ [simpleTextureVertexShader, simpleTextureFragmentShader],
+ ['vPosition', 'texCoord0'],
+ [opt_positionLocation, opt_texcoordLocation]);
+}
+
+function testValidContext()
+{
+ // Purposely make all results true
+ var re1 = !(gl.isContextLost());
+
+ arrayBuffer = new ArrayBuffer(4);
+ arrayBufferView = new Int8Array(arrayBuffer);
+
+ // Generate resources for testing.
+ buffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+ framebuffer = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
+ program = setupSimpleTextureProgram(gl);
+ renderbuffer = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
+ shader = gl.createShader(gl.VERTEX_SHADER);
+ texture = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ var re2 = (gl.getError() == gl.NO_ERROR);
+
+ // Test is queries that will later be false
+ var re3 = compareGLError(gl.NO_ERROR, "gl.enable(gl.BLEND)");
+ var re4 = gl.isBuffer(buffer);
+ var re5 = gl.isEnabled(gl.BLEND);
+ var re6 = gl.isFramebuffer(framebuffer);
+ var re7 = gl.isProgram(program);
+ var re8 = gl.isRenderbuffer(renderbuffer);
+ var re9 = gl.isShader(shader);
+ var re10 = gl.isTexture(texture);
+
+ validContextResults = [re1, re2, re3, re4, re5, re6, re7, re8, re9, re10];
+}
+
+function loseContext()
+{
+ // Note: this will cause the context to be lost, but the
+ // webglcontextlost event listener to be queued.
+ extension.loseContext();
+}
+
+function testLostContext()
+{
+ // Purposely make all results true
+ // Functions with special return values.
+ var re1 = gl.isContextLost();
+ var re2 = (gl.getError() == gl.CONTEXT_LOST_WEBGL);
+ var re3 = (gl.getError() == gl.NO_ERROR);
+ var re4 = (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_UNSUPPORTED);
+ var re5 = (gl.getAttribLocation(program, 'u_modelViewProjMatrix') == -1);
+ var re6 = (gl.getVertexAttribOffset(0, gl.VERTEX_ATTRIB_ARRAY_POINTER) == 0);
+
+ // Test the extension itself.
+ var re7 = compareGLError(gl.INVALID_OPERATION, "extension.loseContext()");
+
+ imageData = new ImageData(1, 1);
+ float32array = new Float32Array(1);
+ int32array = new Int32Array(1);
+
+ // Test a set of functions that should not generate any GL error
+ var re8 = compareGLError(gl.NO_ERROR, "gl.activeTexture(gl.TEXTURE0)");
+ var re9 = compareGLError(gl.NO_ERROR, "gl.attachShader(program, shader)");
+ var re10 = compareGLError(gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer)");
+ var re11 = compareGLError(gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer)");
+ var re12 = compareGLError(gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer)");
+ var re13 = compareGLError(gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, texture)");
+ var re14 = compareGLError(gl.NO_ERROR, "gl.blendColor(1.0, 1.0, 1.0, 1.0)");
+ var re15 = compareGLError(gl.NO_ERROR, "gl.blendEquation(gl.FUNC_ADD)");
+ var re16 = compareGLError(gl.NO_ERROR, "gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD)");
+ var re17 = compareGLError(gl.NO_ERROR, "gl.blendFunc(gl.ONE, gl.ONE)");
+ var re18 = compareGLError(gl.NO_ERROR, "gl.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE)");
+ var re19 = compareGLError(gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, 0, gl.STATIC_DRAW)");
+ var re20 = compareGLError(gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, arrayBufferView, gl.STATIC_DRAW)");
+ var re21 = compareGLError(gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, arrayBuffer, gl.STATIC_DRAW)");
+ var re22 = compareGLError(gl.NO_ERROR, "gl.bufferSubData(gl.ARRAY_BUFFRE, 0, arrayBufferView)");
+ var re23 = compareGLError(gl.NO_ERROR, "gl.bufferSubData(gl.ARRAY_BUFFRE, 0, arrayBuffer)");
+ var re24 = compareGLError(gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
+ var re25 = compareGLError(gl.NO_ERROR, "gl.clearColor(1, 1, 1, 1)");
+ var re26 = compareGLError(gl.NO_ERROR, "gl.clearDepth(1)");
+ var re27 = compareGLError(gl.NO_ERROR, "gl.clearStencil(0)");
+ var re28 = compareGLError(gl.NO_ERROR, "gl.colorMask(1, 1, 1, 1)");
+ var re29 = compareGLError(gl.NO_ERROR, "gl.compileShader(shader)");
+ var re30 = compareGLError(gl.NO_ERROR, "gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 0, 0, 0)");
+ var re31 = compareGLError(gl.NO_ERROR, "gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 0, 0)");
+ var re32 = compareGLError(gl.NO_ERROR, "gl.cullFace(gl.FRONT)");
+ var re33 = compareGLError(gl.NO_ERROR, "gl.deleteBuffer(buffer)");
+ var re34 = compareGLError(gl.NO_ERROR, "gl.deleteFramebuffer(framebuffer)");
+ var re35 = compareGLError(gl.NO_ERROR, "gl.deleteProgram(program)");
+ var re36 = compareGLError(gl.NO_ERROR, "gl.deleteRenderbuffer(renderbuffer)");
+ var re37 = compareGLError(gl.NO_ERROR, "gl.deleteShader(shader)");
+ var re38 = compareGLError(gl.NO_ERROR, "gl.deleteTexture(texture)");
+ var re39 = compareGLError(gl.NO_ERROR, "gl.depthFunc(gl.NEVER)");
+ var re40 = compareGLError(gl.NO_ERROR, "gl.depthMask(0)");
+ var re41 = compareGLError(gl.NO_ERROR, "gl.depthRange(0, 1)");
+ var re42 = compareGLError(gl.NO_ERROR, "gl.detachShader(program, shader)");
+ var re43 = compareGLError(gl.NO_ERROR, "gl.disable(gl.BLEND)");
+ var re44 = compareGLError(gl.NO_ERROR, "gl.disableVertexAttribArray(0)");
+ var re45 = compareGLError(gl.NO_ERROR, "gl.drawArrays(gl.POINTS, 0, 0)");
+ var re46 = compareGLError(gl.NO_ERROR, "gl.drawElements(gl.POINTS, 0, gl.UNSIGNED_SHORT, 0)");
+ var re47 = compareGLError(gl.NO_ERROR, "gl.enable(gl.BLEND)");
+ var re48 = compareGLError(gl.NO_ERROR, "gl.enableVertexAttribArray(0)");
+ var re49 = compareGLError(gl.NO_ERROR, "gl.finish()");
+ var re50 = compareGLError(gl.NO_ERROR, "gl.flush()");
+ var re51 = compareGLError(gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, renderbuffer)");
+ var re52 = compareGLError(gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)");
+ var re53 = compareGLError(gl.NO_ERROR, "gl.frontFace(gl.CW)");
+ var re54 = compareGLError(gl.NO_ERROR, "gl.generateMipmap(gl.TEXTURE_2D)");
+ var re55 = compareGLError(gl.NO_ERROR, "gl.hint(gl.GENERATE_MIPMAP_HINT, gl.FASTEST)");
+ var re56 = compareGLError(gl.NO_ERROR, "gl.lineWidth(0)");
+ var re57 = compareGLError(gl.NO_ERROR, "gl.linkProgram(program)");
+ var re58 = compareGLError(gl.NO_ERROR, "gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0)");
+ var re59 = compareGLError(gl.NO_ERROR, "gl.polygonOffset(0, 0)");
+ var re60 = compareGLError(gl.NO_ERROR, "gl.readPixels(0, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)");
+ var re61 = compareGLError(gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0)");
+ var re62 = compareGLError(gl.NO_ERROR, "gl.sampleCoverage(0, 0)");
+ var re63 = compareGLError(gl.NO_ERROR, "gl.scissor(0, 0, 0, 0)");
+ var re64 = compareGLError(gl.NO_ERROR, "gl.shaderSource(shader, '')");
+ var re65 = compareGLError(gl.NO_ERROR, "gl.stencilFunc(gl.NEVER, 0, 0)");
+ var re66 = compareGLError(gl.NO_ERROR, "gl.stencilFuncSeparate(gl.FRONT, gl.NEVER, 0, 0)");
+ var re67 = compareGLError(gl.NO_ERROR, "gl.stencilMask(0)");
+ var re68 = compareGLError(gl.NO_ERROR, "gl.stencilMaskSeparate(gl.FRONT, 0)");
+ var re69 = compareGLError(gl.NO_ERROR, "gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP)");
+ var re70 = compareGLError(gl.NO_ERROR, "gl.stencilOpSeparate(gl.FRONT, gl.KEEP, gl.KEEP, gl.KEEP)");
+ var re71 = compareGLError(gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)");
+ var re72 = compareGLError(gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imageData)");
+ var re73 = compareGLError(gl.NO_ERROR, "gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)");
+ var re74 = compareGLError(gl.NO_ERROR, "gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)");
+ var re75 = compareGLError(gl.NO_ERROR, "gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)");
+ var re76 = compareGLError(gl.NO_ERROR, "gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData)");
+ var re77 = compareGLError(gl.NO_ERROR, "gl.uniform1f(uniformLocation, 0)");
+ var re78 = compareGLError(gl.NO_ERROR, "gl.uniform1fv(uniformLocation, float32array)");
+ var re79 = compareGLError(gl.NO_ERROR, "gl.uniform1fv(uniformLocation, [0])");
+ var re80 = compareGLError(gl.NO_ERROR, "gl.uniform1i(uniformLocation, 0)");
+ var re81 = compareGLError(gl.NO_ERROR, "gl.uniform1iv(uniformLocation, int32array)");
+ var re82 = compareGLError(gl.NO_ERROR, "gl.uniform1iv(uniformLocation, [0])");
+ var re83 = compareGLError(gl.NO_ERROR, "gl.uniform2f(uniformLocation, 0, 0)");
+ var re84 = compareGLError(gl.NO_ERROR, "gl.uniform2fv(uniformLocation, float32array)");
+ var re85 = compareGLError(gl.NO_ERROR, "gl.uniform2fv(uniformLocation, [0, 0])");
+ var re86 = compareGLError(gl.NO_ERROR, "gl.uniform2i(uniformLocation, 0, 0)");
+ var re87 = compareGLError(gl.NO_ERROR, "gl.uniform2iv(uniformLocation, int32array)");
+ var re88 = compareGLError(gl.NO_ERROR, "gl.uniform2iv(uniformLocation, [0, 0])");
+ var re89 = compareGLError(gl.NO_ERROR, "gl.uniform3f(uniformLocation, 0, 0, 0)");
+ var re90 = compareGLError(gl.NO_ERROR, "gl.uniform3fv(uniformLocation, float32array)");
+ var re91 = compareGLError(gl.NO_ERROR, "gl.uniform3fv(uniformLocation, [0, 0, 0])");
+ var re92 = compareGLError(gl.NO_ERROR, "gl.uniform3i(uniformLocation, 0, 0, 0)");
+ var re93 = compareGLError(gl.NO_ERROR, "gl.uniform3iv(uniformLocation, int32array)");
+ var re94 = compareGLError(gl.NO_ERROR, "gl.uniform3iv(uniformLocation, [0, 0, 0])");
+ var re95 = compareGLError(gl.NO_ERROR, "gl.uniform4f(uniformLocation, 0, 0, 0, 0)");
+ var re96 = compareGLError(gl.NO_ERROR, "gl.uniform4fv(uniformLocation, float32array)");
+ var re97 = compareGLError(gl.NO_ERROR, "gl.uniform4fv(uniformLocation, [0, 0, 0, 0])");
+ var re98 = compareGLError(gl.NO_ERROR, "gl.uniform4i(uniformLocation, 0, 0, 0, 0)");
+ var re99 = compareGLError(gl.NO_ERROR, "gl.uniform4iv(uniformLocation, int32array)");
+ var re100 = compareGLError(gl.NO_ERROR, "gl.uniform4iv(uniformLocation, [0, 0, 0, 0])");
+ var re101 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix2fv(uniformLocation, false, float32array)");
+ var re102 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix2fv(uniformLocation, false, [0, 0, 0, 0])");
+ var re103 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix3fv(uniformLocation, false, float32array)");
+ var re104 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix3fv(uniformLocation, false, [0, 0, 0, 0, 0, 0, 0, 0, 0])");
+ var re105 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix4fv(uniformLocation, false, float32array)");
+ var re106 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix4fv(uniformLocation, false, [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0])");
+ var re107 = compareGLError(gl.NO_ERROR, "gl.useProgram(program)");
+ var re108 = compareGLError(gl.NO_ERROR, "gl.validateProgram(program)");
+ var re109 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib1f(0, 0)");
+ var re110 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib1fv(0, float32array)");
+ var re111 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib1fv(0, [0])");
+ var re112 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib2f(0, 0, 0)");
+ var re113 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib2fv(0, float32array)");
+ var re114 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib2fv(0, [0, 0])");
+ var re115 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib3f(0, 0, 0, 0)");
+ var re116 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib3fv(0, float32array)");
+ var re117 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib3fv(0, [0, 0, 0])");
+ var re118 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib4f(0, 0, 0, 0, 0)");
+ var re119 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib4fv(0, float32array)");
+ var re120 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib4fv(0, [0, 0, 0, 0])");
+ var re121 = compareGLError(gl.NO_ERROR, "gl.vertexAttribPointer(0, 0, gl.FLOAT, false, 0, 0)");
+ var re122 = compareGLError(gl.NO_ERROR, "gl.viewport(0, 0, 0, 0)");
+
+ // Test a set of functions that should return null
+ var re123 = (gl.createBuffer() == null);
+ var re124 = (gl.createFramebuffer() == null);
+ var re125 = (gl.createProgram() == null);
+ var re126 = (gl.createRenderbuffer() == null);
+ var re127 = (gl.createShader(gl.GL_VERTEX_SHADER) == null);
+ var re128 = (gl.createTexture() == null);
+ var re129 = (gl.getActiveAttrib(program, 0) == null);
+ var re130 = (gl.getActiveUniform(program, 0) == null);
+ var re131 = (gl.getAttachedShaders(program) == null);
+ var re132 = (gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) == null);
+ var re133 = (gl.getContextAttributes() == null);
+ var re134 = (gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) == null);
+ var re135 = (gl.getParameter(gl.CURRENT_PROGRAM) == null);
+ var re136 = (gl.getProgramInfoLog(program) == null);
+ var re137 = (gl.getProgramParameter(program, gl.LINK_STATUS) == null);
+ var re138 = (gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH) == null);
+ var re139 = (gl.getShaderInfoLog(shader) == null);
+ var re140 = (gl.getShaderParameter(shader, gl.SHADER_TYPE) == null);
+ var re141 = (gl.getShaderSource(shader) == null);
+ var re142 = (gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S) == null);
+ var re143 = (gl.getUniform(program, uniformLocation) == null);
+ var re144 = (gl.getUniformLocation(program, 'vPosition') == null);
+ var re145 = (gl.getVertexAttrib(0, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) == null);
+ var re146 = (gl.getSupportedExtensions() == null);
+ var re147 = (eval("gl.getExtension('" + extensionName + "')") == null);
+
+ // "Is" queries should all return false.
+ var re148 = !(gl.isBuffer(buffer));
+ var re149 = !(gl.isEnabled(gl.BLEND));
+ var re150 = !(gl.isFramebuffer(framebuffer));
+ var re151 = !(gl.isProgram(program));
+ var re152 = !(gl.isRenderbuffer(renderbuffer));
+ var re153 = !(gl.isShader(shader));
+ var re154 = !(gl.isTexture(texture));
+
+ var re155 = (gl.getError() == gl.NO_ERROR);
+
+ // test extensions
+ var re156 = compareGLError(gl.NO_ERROR, "OES_vertex_array_object.bindVertexArrayOES(vertexArrayObject)");
+ var re157 = compareGLError(gl.NO_ERROR, "OES_vertex_array_object.isVertexArrayOES(vertexArrayObject)");
+ var re158 = compareGLError(gl.NO_ERROR, "OES_vertex_array_object.deleteVertexArrayOES(vertexArrayObject)");
+ var re159 = (OES_vertex_array_object.createVertexArrayOES() == null);
+
+ lostContextResults = [re1, re2, re3, re4, re5, re6, re7, re8, re9, re10,
+ re11, re12, re13, re14, re15, re16, re17, re18, re19, re20,
+ re21, re22, re23, re24, re25, re26, re27, re28, re29, re30,
+ re31, re32, re33, re34, re35, re36, re37, re38, re39, re40,
+ re41, re42, re43, re44, re45, re46, re47, re48, re49, re50,
+ re51, re52, re53, re54, re55, re56, re57, re58, re59, re60,
+ re61, re62, re63, re64, re65, re66, re67, re68, re69, re70,
+ re71, re72, re73, re74, re75, re76, re77, re78, re79, re80,
+ re81, re82, re83, re84, re85, re86, re87, re88, re89, re90,
+ re91, re92, re93, re94, re95, re96, re97, re98, re99, re100,
+ re101, re102, re103, re104, re105, re106, re107, re108, re109, re110,
+ re111, re112, re113, re114, re115, re116, re117, re118, re119, re120,
+ re121, re122, re123, re124, re125, re126, re127, re128, re129, re130,
+ re131, re132, re133, re134, re135, re136, re137, re138, re139, re140,
+ re141, re142, re143, re144, re145, re146, re147, re148, re149, re150,
+ re151, re152, re153, re154, re155, re156, re157, re158, re159];
+}
+
+self.onmessage = function(e) {
+ canvas = new OffscreenCanvas(10, 10);
+ gl = canvas.getContext('webgl');
+
+ // call testValidContext() before checking for the extension, because this is where we check
+ // for the isContextLost() method, which we want to do regardless of the extension's presence.
+ testValidContext();
+
+ extensionName = "WEBGL_lose_context";
+ extension = gl.getExtension(extensionName);
+ // need an extension that exposes new API methods.
+ OES_vertex_array_object = gl.getExtension("OES_vertex_array_object");
+
+ canvas.addEventListener("webglcontextlost", function() {
+ testLostContext();
+ self.postMessage({validRe: validContextResults, lostRe: lostContextResults});
+ });
+ // We need to initialize |uniformLocation| before losing context.
+ // Otherwise gl.getUniform() when context is lost will throw.
+ uniformLocation = gl.getUniformLocation(program, "tex");
+ loseContext();
+};
+
+</script>
+
+<script>
+function makeWorker(script)
+{
+ var blob = new Blob([script]);
+ return new Worker(URL.createObjectURL(blob));
+}
+
+var t = async_test('Test that WebGL context loss events can be handled with OffscreenCanvas in a worker');
+var worker = makeWorker(document.getElementById("myWorker").textContent);
+worker.addEventListener('message', t.step_func(function(msg) {
+ var validResults = msg.data.validRe;
+ var lostResults = msg.data.lostRe;
+ assert_equals(validResults.length, 10);
+ assert_equals(lostResults.length, 159);
+ for (var i = 0; i < validResults.length; i++)
+ assert_true(validResults[i], 'Result from testValidContext() should all be true');
+ for (var i = 0; i < lostResults.length; i++)
+ assert_true(lostResults[i], 'Result from testLostContext() should all be true');
+ t.done();
+}));
+worker.postMessage('start');
+</script>
+</html>

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