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1 <!DOCTYPE html> | 1 <!DOCTYPE html> |
2 <html> | 2 <html> |
3 <body> | 3 <body> |
4 <span id="description" style="color: white"> | 4 <span id="description" style="color: white"> |
5 This test checks for drawing webgl to canvas 2d. The test process is as follows: | 5 This test checks for drawing webgl to canvas 2d. The test process is as follows: |
6 1. draw a green rect on a webgl context. | 6 1. draw a green rect on a webgl context. |
7 2. draw a red rect on a canvas 2d context, and check a pixel (should be red). | 7 2. draw a red rect on a canvas 2d context, and check a pixel (should be red). |
8 3. draw the webgl contents on the canvas 2d context, and check a pixel (should b e green). | 8 3. draw the webgl contents on the canvas 2d context, and check a pixel (should b e green). |
9 4. wait for few frames. | 9 4. wait for few frames. |
10 5. draw a red rect on the canvas 2d context, and check a pixel (should be red). | 10 5. draw a red rect on the canvas 2d context, and check a pixel (should be red). |
(...skipping 68 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
79 } else { | 79 } else { |
80 shouldBe("imgdata[0]", "0"); | 80 shouldBe("imgdata[0]", "0"); |
81 shouldBe("imgdata[1]", "255"); | 81 shouldBe("imgdata[1]", "255"); |
82 shouldBe("imgdata[2]", "0"); | 82 shouldBe("imgdata[2]", "0"); |
83 } | 83 } |
84 | 84 |
85 if (isDrawingBufferUndefined && window.testRunner) | 85 if (isDrawingBufferUndefined && window.testRunner) |
86 testRunner.notifyDone(); | 86 testRunner.notifyDone(); |
87 } | 87 } |
88 | 88 |
89 function asyncTest() { | |
90 debug("Check for drawing webgl to canvas 2d several frames after drawing web gl contents.") | |
91 debug("1) when drawingBuffer is preserved.") | |
92 drawWebGLToCanvas2D(preserve_ctx2D, preserve_canvas3D, false); | |
93 debug("2) when drawingBuffer is not preserved. It leads to undefined behavio r.") | |
94 drawWebGLToCanvas2D(nonpreserve_ctx2D, nonpreserve_canvas3D, true); | |
95 } | |
96 | |
89 window.onload = function () { | 97 window.onload = function () { |
90 // create both canvas 2d and webgl contexts. | 98 // create both canvas 2d and webgl contexts. |
91 createContexts(); | 99 createContexts(); |
92 // prepare webgl contents. | 100 // prepare webgl contents. |
93 renderWebGL(preserve_gl); | 101 renderWebGL(preserve_gl); |
94 renderWebGL(nonpreserve_gl); | 102 renderWebGL(nonpreserve_gl); |
95 | 103 |
96 debug("Check for drawing webgl to canvas 2d on the same frame.") | 104 debug("Check for drawing webgl to canvas 2d on the same frame.") |
97 debug("1) when drawingBuffer is preserved.") | 105 debug("1) when drawingBuffer is preserved.") |
98 drawWebGLToCanvas2D(preserve_ctx2D, preserve_canvas3D, false); | 106 drawWebGLToCanvas2D(preserve_ctx2D, preserve_canvas3D, false); |
99 debug("2) when drawingBuffer is not preserved.") | 107 debug("2) when drawingBuffer is not preserved.") |
100 drawWebGLToCanvas2D(nonpreserve_ctx2D, nonpreserve_canvas3D, false); | 108 drawWebGLToCanvas2D(nonpreserve_ctx2D, nonpreserve_canvas3D, false); |
101 | 109 |
102 setTimeout(function () { | 110 if (window.testRunner) { |
103 debug("Check for drawing webgl to canvas 2d several frames after drawing webgl contents.") | 111 testRunner.waitUntilDone(); |
104 debug("1) when drawingBuffer is preserved.") | 112 testRunner.displayAsyncThen(asyncTest); |
105 drawWebGLToCanvas2D(preserve_ctx2D, preserve_canvas3D, false); | 113 } else { |
106 debug("2) when drawingBuffer is not preserved. It leads to undefined beh avior.") | 114 setTimeout(asyncTest, 100); |
Ken Russell (switch to Gerrit)
2014/10/16 03:05:03
Can this code path use requestAnimationFrame inste
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107 drawWebGLToCanvas2D(nonpreserve_ctx2D, nonpreserve_canvas3D, true); | 115 } |
108 }, 50); | |
109 } | 116 } |
110 | 117 |
111 </script> | 118 </script> |
112 </body> | 119 </body> |
113 </html> | 120 </html> |
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