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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/gpu_tests/pixel_test_pages.py. This will ens
ure |
| 6 that the baseline images are regenerated on the next run. |
| 7 --> |
| 8 |
| 9 <html> |
| 10 <head> |
| 11 <title>OffscreenCanvas webgl.commit with resizing: red triangle with softened ed
ge.</title> |
| 12 <style type="text/css"> |
| 13 .nomargin { |
| 14 margin: 0px auto; |
| 15 } |
| 16 </style> |
| 17 <script id="myWorker" type="text/worker"> |
| 18 function drawTriangle(gl) |
| 19 { |
| 20 gl.clearColor(0, 1, 0, 1); |
| 21 gl.clear(gl.COLOR_BUFFER_BIT); |
| 22 |
| 23 var prog = gl.createProgram(); |
| 24 var vs = gl.createShader(gl.VERTEX_SHADER); |
| 25 gl.shaderSource(vs, [ |
| 26 'attribute vec2 pos;', 'void main() {', |
| 27 ' gl_Position = vec4(pos, 0., .5);', '}' |
| 28 ].join('\n')); |
| 29 gl.compileShader(vs); |
| 30 if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) { |
| 31 throw 'failed to compiled shader'; |
| 32 } |
| 33 gl.attachShader(prog, vs); |
| 34 |
| 35 var fs = gl.createShader(gl.FRAGMENT_SHADER); |
| 36 gl.shaderSource( |
| 37 fs, [ 'void main() {', ' gl_FragColor = vec4(1, 0, 0.5, 1);', '}' ].join(
'\n')); |
| 38 gl.compileShader(fs); |
| 39 if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) { |
| 40 throw 'failed to compiled shader'; |
| 41 } |
| 42 gl.attachShader(prog, fs); |
| 43 |
| 44 gl.linkProgram(prog); |
| 45 if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { |
| 46 throw "Could not link the shader program!"; |
| 47 } |
| 48 gl.useProgram(prog); |
| 49 |
| 50 gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); |
| 51 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -.5, .5, 0, 0, -.5, -.5 ]), |
| 52 gl.STATIC_DRAW); |
| 53 var attr = gl.getAttribLocation(prog, 'pos'); |
| 54 gl.enableVertexAttribArray(attr); |
| 55 gl.vertexAttribPointer(attr, 2, gl.FLOAT, false, 0, 0); |
| 56 |
| 57 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3); |
| 58 |
| 59 |
| 60 } |
| 61 |
| 62 self.onmessage = function(e) { |
| 63 var transfered = e.data; |
| 64 // Resize the canvas from 200X200 to 40X50 |
| 65 // The triangle should scale proportionately with edge softened |
| 66 transfered.width = 40; |
| 67 transfered.height = 50; |
| 68 |
| 69 var gl = transfered.getContext('webgl'); |
| 70 drawTriangle(gl); |
| 71 gl.commit(); |
| 72 |
| 73 self.postMessage(""); |
| 74 }; |
| 75 </script> |
| 76 <script> |
| 77 var g_swapsBeforeAck = 15; |
| 78 |
| 79 function makeWorker(script) |
| 80 { |
| 81 var blob = new Blob([script]); |
| 82 return new Worker(URL.createObjectURL(blob)); |
| 83 } |
| 84 |
| 85 function waitForFinish() |
| 86 { |
| 87 if (g_swapsBeforeAck == 0) { |
| 88 domAutomationController.setAutomationId(1); |
| 89 domAutomationController.send("SUCCESS"); |
| 90 } else { |
| 91 g_swapsBeforeAck--; |
| 92 document.getElementById('container').style.zIndex = g_swapsBeforeAck + 1; |
| 93 window.webkitRequestAnimationFrame(waitForFinish); |
| 94 } |
| 95 } |
| 96 |
| 97 function main() |
| 98 { |
| 99 var canvas2D = document.getElementById("c"); |
| 100 var offscreenCanvas = canvas2D.transferControlToOffscreen(); |
| 101 var worker = makeWorker(document.getElementById("myWorker").textContent); |
| 102 worker.onmessage = function (e) { |
| 103 waitForFinish(); |
| 104 }; |
| 105 worker.postMessage(offscreenCanvas, [offscreenCanvas]); |
| 106 } |
| 107 </script> |
| 108 </head> |
| 109 <body onload="main()"> |
| 110 <div style="position:relative; width:200px; height:200px; background-color:white
"> |
| 111 </div> |
| 112 <div id="container" style="position:absolute; top:0px; left:0px"> |
| 113 <canvas id="c" width="200" height="200" class="nomargin"></canvas> |
| 114 </div> |
| 115 </body> |
| 116 </html> |
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