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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.drawingBufferWidth,drawingBufferHeight 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>
+<script>
+"use strict";
+description();
+debug("");
+
+var gl;
+var oldViewport;
+
+function getMaxViewportDimensions() {
+ // create a fresh canvas. This canvas will be discarded
+ // after exiting this function.
+ var canvas = document.createElement("canvas");
+ gl = wtu.create3DContext(canvas, {antialias: false});
+ if (!gl) {
+ testFailed("context does not exist");
+ return [0, 0];
+ } else {
+ testPassed("context exists");
+
+ // For a default size canvas these should be equal.
+ // WebGL contexts are not allowed to change the size of the drawingBuffer
+ // for things like hi-res displays.
+ shouldBe('gl.drawingBufferWidth', 'gl.canvas.width');
+ shouldBe('gl.drawingBufferHeight', 'gl.canvas.height');
+ return gl.getParameter(gl.MAX_VIEWPORT_DIMS);
+ }
+}
+
+function test(desiredWidth, desiredHeight) {
+ debug("");
+ debug("testing canvas width = " + desiredWidth + ", height = " + desiredHeight);
+
+ // Make a fresh canvas.
+ var canvas = document.createElement("canvas");
+ canvas.width = desiredWidth;
+ canvas.height = desiredHeight;
+
+ // This 'gl' must be global for shouldBe to work.
+ gl = wtu.create3DContext(canvas, {antialias: false});
+ if (!gl) {
+ testFailed("context does not exist");
+ } else {
+ testPassed("context exists");
+
+ // Verify these stats didn't change since they come from a different
+ // context.
+ shouldBe('gl.getParameter(gl.MAX_VIEWPORT_DIMS)[0]', 'maxSize[0]');
+ shouldBe('gl.getParameter(gl.MAX_VIEWPORT_DIMS)[1]', 'maxSize[1]');
+
+ // check the initial viewport matches the drawingBufferWidth and drawingBufferHeight
+ shouldBe('gl.getParameter(gl.VIEWPORT)[0]', '0');
+ shouldBe('gl.getParameter(gl.VIEWPORT)[1]', '0');
+ shouldBe('gl.getParameter(gl.VIEWPORT)[2]', 'gl.drawingBufferWidth');
+ shouldBe('gl.getParameter(gl.VIEWPORT)[3]', 'gl.drawingBufferHeight');
+
+ debug("");
+ debug("testing resizing canvas to width = " + desiredWidth + ", height = " + desiredHeight);
+
+ oldViewport = gl.getParameter(gl.VIEWPORT);
+
+ // flip width and height
+ canvas.width = desiredHeight;
+ canvas.height = desiredWidth;
+
+ // Verify the viewport didn't change.
+ shouldBe('gl.getParameter(gl.VIEWPORT)[0]', 'oldViewport[0]');
+ shouldBe('gl.getParameter(gl.VIEWPORT)[1]', 'oldViewport[1]');
+ shouldBe('gl.getParameter(gl.VIEWPORT)[2]', 'oldViewport[2]');
+ shouldBe('gl.getParameter(gl.VIEWPORT)[3]', 'oldViewport[3]');
+
+ // fix the viewport
+// gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
+
+ shouldBe('gl.getError()', 'gl.NO_ERROR');
+ }
+}
+
+var wtu = WebGLTestUtils;
+var maxSize = getMaxViewportDimensions();
+debug("MAX_VIEWPORT_DIMS: " + maxSize[0] + ", " + maxSize[1]);
+
+shouldBeTrue('maxSize[0] > 0');
+shouldBeTrue('maxSize[1] > 0');
+
+// test a small size to make sure it works at all.
+test(16, 32);
+
+// Make a canvas slightly larger than the max size WebGL can handle.
+// From section 2.2 of the spec the WebGL implementation should allow this to work.
+
+// test a size larger than MAX_VIEWPORT_DIMS in both dimensions
+test(maxSize[0] + 32, 8);
+
+debug("")
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>