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+++ b/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-unsuccessful-draw.html
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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>Check that the canvas is NOT recomposited after unsucessful draw call</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>
+<style>
+canvas {
+ border: 1px solid black;
+}
+.correct {
+ border: 1px solid black;
+ background-color: #00ff00;
+}
+</style>
+</head>
+<body>
+<pre>
+This test must be run manually.
+
+This test tests that a canvas is NOT cleared
+when a draw call fails.
+
+You should see two <span class="correct">green rectangles</span>
+with black outlines on success.
+</pre>
+<canvas id='c1'></canvas>
+<canvas id='c2'></canvas>
+<div id="console"></div>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+var c1 = document.getElementById("c1");
+var c2 = document.getElementById("c2");
+var gl1 = wtu.create3DContext(c1);
+var gl2 = wtu.create3DContext(c2);
+gl1.clearColor(0,1,0,1);
+gl1.clear(gl1.COLOR_BUFFER_BIT);
+gl2.clearColor(0,1,0,1);
+gl2.clear(gl2.COLOR_BUFFER_BIT);
+wtu.waitForComposite(function() {
+ gl1.drawArrays(gl1.BLEND, 0, 0);
+ wtu.glErrorShouldBe(gl1, gl1.INVALID_ENUM, "no errors");
+});
+
+wtu.waitForComposite(function() {
+ var buf = gl2.createBuffer();
+ gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, buf);
+ gl2.bufferData(gl2.ELEMENT_ARRAY_BUFFER, new Uint8Array(1), gl2.STATIC_DRAW);
+ gl2.drawElements(gl2.BLEND, 0, gl2.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl2, gl2.INVALID_ENUM, "no errors");
+});
+</script>
+</body>
+</html>