diff options
Diffstat (limited to '')
-rw-r--r-- | dom/canvas/test/reftest/webgl-hanging-fb-test.html | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/dom/canvas/test/reftest/webgl-hanging-fb-test.html b/dom/canvas/test/reftest/webgl-hanging-fb-test.html new file mode 100644 index 0000000000..3f950d8295 --- /dev/null +++ b/dom/canvas/test/reftest/webgl-hanging-fb-test.html @@ -0,0 +1,58 @@ +<!DOCTYPE html> +<html class="reftest-wait"> +<head> +<meta charset="UTF-8"> + +<script type="text/javascript" src="webgl-utils.js"></script> +<script type="text/javascript"> +/* Hanging Framebuffer Test + * + * Clear the canvas to green, but create and bind a new framebuffer + * before returning. This will fail if we blindly read from the bound + * framebuffer, instead of binding to the screen and reading from that. + * + * How failure looks isn't well defined, since this is an empty framebuffer, + * thus is incomplete, and should cause errors if it's read from. + */ + +"use strict"; + +function renderGL(gl) { + gl.clearColor(0.0, 1.0, 0.0, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT); + + var fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + + gl.finish(); +} + +function renderFailure(canvas) { + // This will also trigger RAF for us. + var context = canvas.getContext("2d"); + context.fillText('WebGL failed.', 64, 64); +} + +function runTest() { + var canvas = document.getElementById("canvas"); + var gl = initGL(canvas); + + if (gl) + renderGL(gl); + else + renderFailure(canvas); + + waitForComposite(testComplete); +} + +function testComplete() { + document.documentElement.removeAttribute("class"); +} +</script> +</head> + +<body onload="rAF(runTest);"> + <canvas id="canvas" width="256" height="256"></canvas> +</body> + +</html> |