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| 1 <!DOCTYPE HTML> |
| 2 |
| 3 <!-- READ BEFORE UPDATING: |
| 4 If this test is updated make sure to increment the "revision" value of the |
| 5 associated test in content/test/gpu/page_sets/pixel_tests.py. This will ensure |
| 6 that the baseline images are regenerated on the next run. |
| 7 --> |
| 8 |
| 9 <html> |
| 10 <head> |
| 11 <title>OffscreenCanvas commit with style resize: green rectangle with yellow bor
deron white background.</title> |
| 12 <style type="text/css"> |
| 13 .nomargin { |
| 14 margin: 0px auto; |
| 15 } |
| 16 </style> |
| 17 <script> |
| 18 var g_swapsBeforeAck = 15; |
| 19 |
| 20 function main() |
| 21 { |
| 22 var canvas = document.getElementById("c"); |
| 23 window.requestAnimationFrame(function() { |
| 24 canvas.style.width = '100px'; |
| 25 canvas.style.height = '200px'; |
| 26 canvas.style.border = '10px solid yellow'; |
| 27 window.requestAnimationFrame(function() { |
| 28 var offscreenCanvas = canvas.transferControlToOffscreen(); |
| 29 drawTriangle(offscreenCanvas); |
| 30 }); |
| 31 }); |
| 32 waitForFinish(); |
| 33 } |
| 34 |
| 35 function drawTriangle(canvas) |
| 36 { |
| 37 var gl = canvas.getContext("webgl"); |
| 38 gl.clearColor(0, 1, 0, 1); |
| 39 gl.clear(gl.COLOR_BUFFER_BIT); |
| 40 |
| 41 var prog = gl.createProgram(); |
| 42 var vs = gl.createShader(gl.VERTEX_SHADER); |
| 43 gl.shaderSource(vs, ['attribute vec2 pos;', |
| 44 'void main() {', |
| 45 ' gl_Position = vec4(pos, 0., 1.);', |
| 46 '}'].join('\n')); |
| 47 gl.compileShader(vs); |
| 48 if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) { |
| 49 throw 'failed to compiled shader'; |
| 50 } |
| 51 gl.attachShader(prog, vs); |
| 52 |
| 53 var fs = gl.createShader(gl.FRAGMENT_SHADER); |
| 54 gl.shaderSource(fs, ['void main() {', |
| 55 ' gl_FragColor = vec4(1.);', |
| 56 '}'].join('\n')); |
| 57 gl.compileShader(fs); |
| 58 if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) { |
| 59 throw 'failed to compiled shader'; |
| 60 } |
| 61 gl.attachShader(prog, fs); |
| 62 |
| 63 gl.linkProgram(prog); |
| 64 if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { |
| 65 throw "Could not link the shader program!"; |
| 66 } |
| 67 gl.useProgram(prog); |
| 68 |
| 69 gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); |
| 70 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-.5,0, 0,.5, .5,0]), gl.STATI
C_DRAW); |
| 71 var attr = gl.getAttribLocation(prog, 'pos'); |
| 72 gl.enableVertexAttribArray(attr); |
| 73 gl.vertexAttribPointer(attr, 2, gl.FLOAT, false, 0, 0); |
| 74 |
| 75 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3); |
| 76 |
| 77 gl.commit(); |
| 78 } |
| 79 |
| 80 function waitForFinish() |
| 81 { |
| 82 if (g_swapsBeforeAck == 0) { |
| 83 domAutomationController.setAutomationId(1); |
| 84 domAutomationController.send("SUCCESS"); |
| 85 } else { |
| 86 g_swapsBeforeAck--; |
| 87 document.getElementById('container').style.zIndex = g_swapsBeforeAck + 1; |
| 88 window.requestAnimationFrame(waitForFinish); |
| 89 } |
| 90 } |
| 91 </script> |
| 92 </head> |
| 93 <body onload="main()"> |
| 94 <div style="position:relative; width:300px; height:300px; background-color:white
"> |
| 95 </div> |
| 96 <div id="container" style="position:absolute; top:0px; left:0px"> |
| 97 <canvas id="c" width="300" height="300" class="nomargin"></canvas> |
| 98 </div> |
| 99 </body> |
| 100 </html> |
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