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<!DOCTYPE html>
<!-- Add a few levels of blur to put as at an earlier render pass than the rest of the browser UI.
     We then trigger a render pass with a larger border and a small rectangle. The border gets drawn
     in this pass because it goes into the texture cache, and the rectangle gets drawn in this pass
     because it gets an additional blur. A large item drawn to the texture cache in a pass where
     the other objects are small will trigger the allocation of a render target that's smaller than
     the large item, which is fine but triggered a panic before this bug was fixed.
-->
<div style="filter: blur(1px);">
  <div style="filter: blur(1px);">
    <div style="filter: blur(1px);">
      <div style="background: green; height: 50px; width: 1000px; border: 10px dotted black;"></div>
      <div style="background: blue; height: 50px; width: 50px; filter: blur(1px);"</div>
    </div>
  </div>
</div>