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canvas-no-clear-on-unsuccessful-draw.html (1684B)


      1 <!--
      2 Copyright (c) 2019 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 
      7 <!DOCTYPE html>
      8 <html>
      9 <head>
     10 <meta charset="utf-8">
     11 <title>Check that the canvas is NOT recomposited after unsucessful draw call</title>
     12 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
     13 <script src="../../js/js-test-pre.js"></script>
     14 <script src="../../js/webgl-test-utils.js"></script>
     15 <style>
     16 canvas {
     17    border: 1px solid black;
     18 }
     19 .correct {
     20    border: 1px solid black;
     21    background-color: #00ff00;
     22 }
     23 </style>
     24 </head>
     25 <body>
     26 <pre>
     27 This test must be run manually.
     28 
     29 This test tests that a canvas is NOT cleared
     30 when a draw call fails.
     31 
     32 You should see two <span class="correct">green rectangles</span>
     33 with black outlines on success.
     34 </pre>
     35 <canvas id='c1'></canvas>
     36 <canvas id='c2'></canvas>
     37 <div id="console"></div>
     38 <script>
     39 "use strict";
     40 var wtu = WebGLTestUtils;
     41 var c1 = document.getElementById("c1");
     42 var c2 = document.getElementById("c2");
     43 var gl1 = wtu.create3DContext(c1);
     44 var gl2 = wtu.create3DContext(c2);
     45 gl1.clearColor(0,1,0,1);
     46 gl1.clear(gl1.COLOR_BUFFER_BIT);
     47 gl2.clearColor(0,1,0,1);
     48 gl2.clear(gl2.COLOR_BUFFER_BIT);
     49 wtu.waitForComposite(function() {
     50  gl1.drawArrays(gl1.BLEND, 0, 0);
     51  wtu.glErrorShouldBe(gl1, gl1.INVALID_ENUM, "no errors");
     52 });
     53 
     54 wtu.waitForComposite(function() {
     55  var buf = gl2.createBuffer();
     56  gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, buf);
     57  gl2.bufferData(gl2.ELEMENT_ARRAY_BUFFER, new Uint8Array(1), gl2.STATIC_DRAW);
     58  gl2.drawElements(gl2.BLEND, 0, gl2.UNSIGNED_SHORT, 0);
     59  wtu.glErrorShouldBe(gl2, gl2.INVALID_ENUM, "no errors");
     60 });
     61 </script>
     62 </body>
     63 </html>