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+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL Canvas Conformance Tests</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="50" height="50"> </canvas>
+
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+void main()
+{
+ gl_Position = vPosition;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+void main()
+{
+ gl_FragColor = vec4(1.0,0.0,0.0,1.0);
+}
+</script>
+
+<script>
+"use strict";
+
+function drawTriangleTest(gl)
+{
+ var width = 50;
+ var height = 50;
+ gl.viewport(0, 0, width, height);
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
+
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+ // Test several locations
+ wtu.checkCanvasRect(gl, 0, 0, width, 1, [0, 0, 0, 255],
+ 'First line should be all black');
+ wtu.checkCanvasRect(gl, 20, 15, 10, 1, [255, 0, 0, 255],
+ 'Line 15 should be red for at least 10 red pixels starting 20 pixels in');
+ wtu.checkCanvasRect(gl, 0, height - 1, width, 1, [0, 0, 0, 255],
+ 'Last line should be all black');
+}
+
+description("This test ensures WebGL implementations correctly implement drawingbufferWidth/Height with compositing.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var err;
+var maxSize;
+var gl = wtu.create3DContext("canvas");
+if (!gl) {
+ testFailed("context does not exist");
+} else {
+ testPassed("context exists");
+
+ var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);
+ shouldBeNonNull("program");
+ gl.enable(gl.DEPTH_TEST);
+ gl.clearColor(0, 0, 0, 1);
+ shouldBe('gl.getError()', 'gl.NO_ERROR');
+
+ debug("");
+ debug("Checking drawingBufferWidth/drawingBufferHeight");
+
+ shouldBe('gl.drawingBufferWidth', 'gl.canvas.width');
+ shouldBe('gl.drawingBufferHeight', 'gl.canvas.height');
+
+ // Check that changing the canvas size to something too large falls back to reasonable values.
+ maxSize = gl.getParameter(gl.MAX_VIEWPORT_DIMS);
+ shouldBeTrue('maxSize[0] > 0');
+ shouldBeTrue('maxSize[1] > 0');
+
+ // debug("MAX_VIEWPORT_DIMS = " + maxSize[0] + "x" + maxSize[1]);
+ gl.canvas.width = maxSize[0] * 4;
+ gl.canvas.height = maxSize[1] * 4;
+ shouldBeTrue('gl.drawingBufferWidth > 0');
+ shouldBeTrue('gl.drawingBufferHeight > 0');
+ shouldBeTrue('gl.drawingBufferWidth <= maxSize[0]');
+ shouldBeTrue('gl.drawingBufferHeight <= maxSize[1]');
+ shouldBe('gl.getError()', 'gl.NO_ERROR');
+
+ debug("");
+ debug("Checking scaling up then back down to 50/50, drawing still works.");
+ gl.canvas.width = 50;
+ gl.canvas.height = 50;
+ shouldBeTrue('gl.drawingBufferWidth == 50');
+ shouldBeTrue('gl.drawingBufferHeight == 50');
+ shouldBe('gl.getError()', 'gl.NO_ERROR');
+ drawTriangleTest(gl);
+ shouldBe('gl.getError()', 'gl.NO_ERROR');
+}
+debug("")
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>