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| 1 <!DOCTYPE HTML> | 1 <!DOCTYPE HTML> | 
| 2 | 2 | 
| 3 <!-- READ BEFORE UPDATING: | 3 <!-- READ BEFORE UPDATING: | 
| 4 If this test is updated make sure to increment the "revision" value of the | 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 | 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. | 6 that the baseline images are regenerated on the next run. | 
| 7 --> | 7 --> | 
| 8 | 8 | 
| 9 <html> | 9 <html> | 
| 10 <head> | 10 <head> | 
| 11 <title>OffscreenCanvas commit flow on main thread: green square on white backgro
     und.</title> | 11 <title>OffscreenCanvas commit flow on main thread: green square on white backgro
     und.</title> | 
| 12 <style type="text/css"> | 12 <style type="text/css"> | 
| 13 .nomargin { | 13 .nomargin { | 
| 14   margin: 0px auto; | 14   margin: 0px auto; | 
| 15 } | 15 } | 
| 16 </style> | 16 </style> | 
| 17 <script> | 17 <script> | 
| 18 var g_swapsBeforeAck = 15; | 18 var g_swapsBeforeAck = 15; | 
|  | 19 var g_frameNumber = 0; | 
|  | 20 var gl; | 
| 19 | 21 | 
| 20 function main() | 22 function main() | 
| 21 { | 23 { | 
| 22   draw(); | 24   var canvas = document.getElementById("c"); | 
| 23   waitForFinish(); | 25   var offscreenCanvas = canvas.transferControlToOffscreen(); | 
|  | 26   gl = offscreenCanvas.getContext("webgl"); | 
|  | 27   drawLoop(); | 
| 24 } | 28 } | 
| 25 | 29 | 
| 26 function drawTriangle(canvas) | 30 function drawTriangle() | 
| 27 { | 31 { | 
| 28   var gl = canvas.getContext("webgl"); |  | 
| 29   gl.clearColor(0, 1, 0, 1); | 32   gl.clearColor(0, 1, 0, 1); | 
| 30   gl.clear(gl.COLOR_BUFFER_BIT); | 33   gl.clear(gl.COLOR_BUFFER_BIT); | 
| 31 | 34 | 
| 32   var prog = gl.createProgram(); | 35   var prog = gl.createProgram(); | 
| 33   var vs = gl.createShader(gl.VERTEX_SHADER); | 36   var vs = gl.createShader(gl.VERTEX_SHADER); | 
| 34   gl.shaderSource(vs, ['attribute vec2 pos;', | 37   gl.shaderSource(vs, ['attribute vec2 pos;', | 
| 35       'void main() {', | 38       'void main() {', | 
| 36       '  gl_Position = vec4(pos, 0., 1.);', | 39       '  gl_Position = vec4(pos, 0., 1.);', | 
| 37       '}'].join('\n')); | 40       '}'].join('\n')); | 
| 38   gl.compileShader(vs); | 41   gl.compileShader(vs); | 
| (...skipping 18 matching lines...) Expand all  Loading... | 
| 57   } | 60   } | 
| 58   gl.useProgram(prog); | 61   gl.useProgram(prog); | 
| 59 | 62 | 
| 60   gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); | 63   gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); | 
| 61   gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-.5,0, 0,.5, .5,0]), gl.STATI
     C_DRAW); | 64   gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-.5,0, 0,.5, .5,0]), gl.STATI
     C_DRAW); | 
| 62   var attr = gl.getAttribLocation(prog, 'pos'); | 65   var attr = gl.getAttribLocation(prog, 'pos'); | 
| 63   gl.enableVertexAttribArray(attr); | 66   gl.enableVertexAttribArray(attr); | 
| 64   gl.vertexAttribPointer(attr, 2, gl.FLOAT, false, 0, 0); | 67   gl.vertexAttribPointer(attr, 2, gl.FLOAT, false, 0, 0); | 
| 65 | 68 | 
| 66   gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3); | 69   gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3); | 
| 67 |  | 
| 68   gl.commit(); |  | 
| 69 } | 70 } | 
| 70 | 71 | 
| 71 function draw() | 72 function drawLoop() | 
| 72 { | 73 { | 
| 73   var canvas = document.getElementById("c"); | 74   if (g_frameNumber < 3) { | 
| 74   var offscreenCanvas = canvas.transferControlToOffscreen(); | 75     gl.clearColor(1, 0, 0, 1); | 
| 75   drawTriangle(offscreenCanvas); | 76     gl.clear(gl.COLOR_BUFFER_BIT); | 
|  | 77     g_frameNumber++; | 
|  | 78     gl.commit().then(drawLoop); | 
|  | 79   } else { | 
|  | 80     drawTriangle(); | 
|  | 81     gl.commit(); | 
|  | 82 | 
|  | 83     // The following clear is never committed | 
|  | 84     gl.clearColor(0, 0, 1, 1); | 
|  | 85     gl.clear(gl.COLOR_BUFFER_BIT); | 
|  | 86 | 
|  | 87     waitForFinish(); | 
|  | 88   } | 
| 76 } | 89 } | 
| 77 | 90 | 
| 78 function waitForFinish() | 91 function waitForFinish() | 
| 79 { | 92 { | 
| 80   if (g_swapsBeforeAck == 0) { | 93   if (g_swapsBeforeAck == 0) { | 
| 81     domAutomationController.setAutomationId(1); | 94     domAutomationController.setAutomationId(1); | 
| 82     domAutomationController.send("SUCCESS"); | 95     domAutomationController.send("SUCCESS"); | 
| 83   } else { | 96   } else { | 
| 84     g_swapsBeforeAck--; | 97     g_swapsBeforeAck--; | 
| 85     document.getElementById('container').style.zIndex = g_swapsBeforeAck + 1; | 98     document.getElementById('container').style.zIndex = g_swapsBeforeAck + 1; | 
| 86     window.webkitRequestAnimationFrame(waitForFinish); | 99     window.requestAnimationFrame(waitForFinish); | 
| 87   } | 100   } | 
| 88 } | 101 } | 
| 89 </script> | 102 </script> | 
| 90 </head> | 103 </head> | 
| 91 <body onload="main()"> | 104 <body onload="main()"> | 
| 92 <div style="position:relative; width:300px; height:300px; background-color:white
     "> | 105 <div style="position:relative; width:300px; height:300px; background-color:white
     "> | 
| 93 </div> | 106 </div> | 
| 94 <div id="container" style="position:absolute; top:0px; left:0px"> | 107 <div id="container" style="position:absolute; top:0px; left:0px"> | 
| 95 <canvas id="c" width="300" height="300" class="nomargin"></canvas> | 108 <canvas id="c" width="300" height="300" class="nomargin"></canvas> | 
| 96 </div> | 109 </div> | 
| 97 </body> | 110 </body> | 
| 98 </html> | 111 </html> | 
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