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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-unsuccessful-draw.html | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-unsuccessful-draw.html b/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-unsuccessful-draw.html new file mode 100644 index 0000000000..ba104d0774 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-unsuccessful-draw.html @@ -0,0 +1,63 @@ +<!-- +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> |