| Index: conformance/buffer-offscreen-test.html
|
| ===================================================================
|
| --- conformance/buffer-offscreen-test.html (revision 106149)
|
| +++ conformance/buffer-offscreen-test.html (working copy)
|
| @@ -1,92 +0,0 @@
|
| -<!DOCTYPE HTML>
|
| -<html>
|
| -<head>
|
| -<meta charset="utf-8">
|
| -<title>WebGL required buffer clear behaviour test</title>
|
| -<link rel="stylesheet" href="../resources/js-test-style.css"/>
|
| -<script src="../resources/js-test-pre.js"></script>
|
| -<script src="resources/webgl-test.js"> </script>
|
| -<script src="resources/webgl-test-utils.js"> </script>
|
| -<style type="text/css">
|
| -body {
|
| - height: 3000px;
|
| -}
|
| -</style>
|
| -<script type="text/javascript">
|
| -
|
| -var iter = 0;
|
| -var gl1;
|
| -var gl2;
|
| -
|
| -var wtu = WebGLTestUtils;
|
| -
|
| -function timer() {
|
| - if (iter == 0) {
|
| - // some random hacky stuff to make sure that we get a compositing step
|
| - window.scrollBy(0, 10);
|
| - window.scrollBy(0, -10);
|
| - iter++;
|
| -
|
| - setTimeout(timer, 500);
|
| - } else if (iter == 1) {
|
| - function clear(gl) {
|
| - // scissor was set earlier
|
| - gl.clearColor(0, 0, 1, 1);
|
| - gl.clear(gl.COLOR_BUFFER_BIT);
|
| - }
|
| - clear(gl1);
|
| - clear(gl2);
|
| -
|
| - debug("check on screen canvas");
|
| - wtu.checkCanvasRect(gl1, 0, 10, 10, 10, [0, 0, 255, 255], "cleared corner should be blue, stencil should be preserved");
|
| - wtu.checkCanvasRect(gl1, 0, 0, 10, 10, [0, 0, 0, 0], "remainder of buffer should be cleared");
|
| - debug("check off screen canvas");
|
| - wtu.checkCanvasRect(gl2, 0, 10, 10, 10, [0, 0, 255, 255], "cleared corner should be blue, stencil should be preserved");
|
| - wtu.checkCanvasRect(gl2, 0, 0, 10, 10, [255, 0, 0, 255], "remainder of buffer should be un-cleared red");
|
| -
|
| - finishTest();
|
| - }
|
| -}
|
| -
|
| -function go() {
|
| - description("This test ensures WebGL implementations correctly clear the drawing buffer on composite if preserveDrawingBuffer is false.");
|
| -
|
| - debug("");
|
| -
|
| - gl1 = create3DContext(document.getElementById("c"));
|
| - c2 = document.createElement('canvas');
|
| - gl2 = create3DContext(c2);
|
| - shouldBeTrue("gl1 != null");
|
| - shouldBeTrue("gl2 != null");
|
| -
|
| - shouldBeTrue('gl1.getContextAttributes().preserveDrawingBuffer == false');
|
| - shouldBeTrue('gl2.getContextAttributes().preserveDrawingBuffer == false');
|
| -
|
| - function init(gl) {
|
| - gl.clearColor(1, 0, 0, 1);
|
| - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
|
| -
|
| - // enable scissor here, before compositing, to make sure it's correctly
|
| - // ignored and restored
|
| - gl.scissor(0, 10, 10, 10);
|
| - gl.enable(gl.SCISSOR_TEST);
|
| - }
|
| -
|
| - init(gl1);
|
| - init(gl2);
|
| -
|
| - setTimeout(timer, 500);
|
| -}
|
| -
|
| -window.addEventListener("load", go, false);
|
| -
|
| -successfullyParsed = true;
|
| -</script>
|
| -</head>
|
| -<body>
|
| -<div id="description"></div>
|
| -<canvas width="20" height="20" style="border: 1px solid blue;" id="c"></canvas>
|
| -<div id="console"></div>
|
| -</body>
|
| -</html>
|
| -
|
|
|