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draw-webgl-to-canvas-2d-repeatedly.html (2819B)


      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>Draw WebGL to Canvas2D Repeatedly</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 </head>
     16 <body>
     17 <div id="description"></div>
     18 <div id="console"></div>
     19 <canvas id="canvas-webgl" width="256" height="256"></canvas>
     20 <canvas id="canvas-2d" width="256" height="256"></canvas>
     21 <script>
     22 "use strict";
     23 const wtu = WebGLTestUtils;
     24 
     25 const sz = 256;
     26 
     27 function drawTo2DCanvas(c2, webGLCanvas) {
     28  // Always clear 2D canvas to solid green first.
     29  c2.clearRect(0, 0, sz, sz);
     30  c2.fillStyle = 'rgb(0,255,0)';
     31  c2.fillRect(0, 0, sz, sz);
     32  // Draw WebGL canvas to this canvas.
     33  c2.drawImage(webGLCanvas, 0, 0);
     34 }
     35 
     36 function runTest() {
     37  description();
     38  debug('Repeatedly drawing a WebGL canvas to a 2D canvas should only draw the most recently rendered WebGL content.');
     39  debug('Regression test for <a href="http://crbug.com/894021">http://crbug.com/894021</a>');
     40 
     41  let c2 = document.getElementById('canvas-2d').getContext('2d');
     42  let webGLCanvas = document.getElementById('canvas-webgl');
     43  let gl = wtu.create3DContext(webGLCanvas, { alpha: true, antialias: false, premultipliedAlpha: true });
     44  let tolerance = 2;
     45 
     46  // Clear left half of WebGL canvas to red and right half to
     47  // transparent black.
     48  gl.disable(gl.SCISSOR_TEST);
     49  gl.clearColor(0.0, 0.0, 0.0, 0.0);
     50  gl.clear(gl.COLOR_BUFFER_BIT);
     51  gl.scissor(0, 0, sz / 2, sz);
     52  gl.enable(gl.SCISSOR_TEST);
     53  gl.clearColor(1.0, 0.0, 0.0, 1.0);
     54  gl.clear(gl.COLOR_BUFFER_BIT);
     55  // Draw to 2D canvas.
     56  drawTo2DCanvas(c2, webGLCanvas);
     57 
     58  // Clear right half of WebGL canvas to red and left half to
     59  // transparent black.
     60  gl.disable(gl.SCISSOR_TEST);
     61  gl.clearColor(0.0, 0.0, 0.0, 0.0);
     62  gl.clear(gl.COLOR_BUFFER_BIT);
     63  gl.scissor(sz / 2, 0, sz / 2, sz);
     64  gl.enable(gl.SCISSOR_TEST);
     65  gl.clearColor(1.0, 0.0, 0.0, 1.0);
     66  gl.clear(gl.COLOR_BUFFER_BIT);
     67  // Draw to 2D canvas.
     68  drawTo2DCanvas(c2, webGLCanvas);
     69 
     70  // Clear WebGL canvas to transparent black.
     71  gl.disable(gl.SCISSOR_TEST);
     72  gl.clearColor(0.0, 0.0, 0.0, 0.0);
     73  gl.clear(gl.COLOR_BUFFER_BIT);
     74  // Draw to 2D canvas.
     75  drawTo2DCanvas(c2, webGLCanvas);
     76 
     77  // 2D canvas should be green.
     78  // In the error case, the rendering results from earlier draws were
     79  // being accumulated, so the 2D canvas was ultimately red.
     80  wtu.checkCanvasRect(c2, 0, 0, sz, sz,
     81                      [ 0, 255, 0, 255 ],
     82                      "should be green",
     83                      tolerance);
     84 
     85  finishTest();
     86 }
     87 
     88 requestAnimationFrame(runTest);
     89 </script>
     90 </body>
     91 </html>