| Index: content/test/data/gpu/pixel_offscreenCanvas_transfer_before_style_resize.html
|
| diff --git a/content/test/data/gpu/pixel_offscreenCanvas_transfer_before_style_resize.html b/content/test/data/gpu/pixel_offscreenCanvas_transfer_before_style_resize.html
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..383fd0d761aa638aa80e99565c043f093b49d1d4
|
| --- /dev/null
|
| +++ b/content/test/data/gpu/pixel_offscreenCanvas_transfer_before_style_resize.html
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| @@ -0,0 +1,100 @@
|
| +<!DOCTYPE HTML>
|
| +
|
| +<!-- READ BEFORE UPDATING:
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| +If this test is updated make sure to increment the "revision" value of the
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| +associated test in content/test/gpu/page_sets/pixel_tests.py. This will ensure
|
| +that the baseline images are regenerated on the next run.
|
| +-->
|
| +
|
| +<html>
|
| +<head>
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| +<title>OffscreenCanvas commit with style resize: green rectangle with yellow borderon white background.</title>
|
| +<style type="text/css">
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| +.nomargin {
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| + margin: 0px auto;
|
| +}
|
| +</style>
|
| +<script>
|
| +var g_swapsBeforeAck = 15;
|
| +
|
| +function main()
|
| +{
|
| + var canvas = document.getElementById("c");
|
| + window.requestAnimationFrame(function() {
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| + var offscreenCanvas = canvas.transferControlToOffscreen();
|
| + drawTriangle(offscreenCanvas);
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| + window.requestAnimationFrame(function() {
|
| + canvas.style.width = '100px';
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| + canvas.style.height = '200px';
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| + canvas.style.border = '10px solid yellow';
|
| + });
|
| + });
|
| + waitForFinish();
|
| +}
|
| +
|
| +function drawTriangle(canvas)
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| +{
|
| + var gl = canvas.getContext("webgl");
|
| + gl.clearColor(0, 1, 0, 1);
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| + gl.clear(gl.COLOR_BUFFER_BIT);
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| +
|
| + var prog = gl.createProgram();
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| + var vs = gl.createShader(gl.VERTEX_SHADER);
|
| + gl.shaderSource(vs, ['attribute vec2 pos;',
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| + 'void main() {',
|
| + ' gl_Position = vec4(pos, 0., 1.);',
|
| + '}'].join('\n'));
|
| + gl.compileShader(vs);
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| + if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) {
|
| + throw 'failed to compiled shader';
|
| + }
|
| + gl.attachShader(prog, vs);
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| +
|
| + var fs = gl.createShader(gl.FRAGMENT_SHADER);
|
| + gl.shaderSource(fs, ['void main() {',
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| + ' gl_FragColor = vec4(1.);',
|
| + '}'].join('\n'));
|
| + gl.compileShader(fs);
|
| + if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
|
| + throw 'failed to compiled shader';
|
| + }
|
| + gl.attachShader(prog, fs);
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| +
|
| + gl.linkProgram(prog);
|
| + if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
|
| + throw "Could not link the shader program!";
|
| + }
|
| + gl.useProgram(prog);
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| +
|
| + gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
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| + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-.5,0, 0,.5, .5,0]), gl.STATIC_DRAW);
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| + var attr = gl.getAttribLocation(prog, 'pos');
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| + gl.enableVertexAttribArray(attr);
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| + gl.vertexAttribPointer(attr, 2, gl.FLOAT, false, 0, 0);
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| +
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| + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
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| +
|
| + gl.commit();
|
| +}
|
| +
|
| +function waitForFinish()
|
| +{
|
| + if (g_swapsBeforeAck == 0) {
|
| + domAutomationController.setAutomationId(1);
|
| + domAutomationController.send("SUCCESS");
|
| + } else {
|
| + g_swapsBeforeAck--;
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| + document.getElementById('container').style.zIndex = g_swapsBeforeAck + 1;
|
| + window.requestAnimationFrame(waitForFinish);
|
| + }
|
| +}
|
| +</script>
|
| +</head>
|
| +<body onload="main()">
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| +<div style="position:relative; width:300px; height:300px; background-color:white">
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| +</div>
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| +<div id="container" style="position:absolute; top:0px; left:0px">
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| +<canvas id="c" width="300" height="300" class="nomargin"></canvas>
|
| +</div>
|
| +</body>
|
| +</html>
|
|
|