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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/rendering/draw-webgl-to-canvas-2d-repeatedly.html | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/draw-webgl-to-canvas-2d-repeatedly.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/draw-webgl-to-canvas-2d-repeatedly.html new file mode 100644 index 0000000000..d9a83e9166 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/draw-webgl-to-canvas-2d-repeatedly.html @@ -0,0 +1,91 @@ +<!-- +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>Draw WebGL to Canvas2D Repeatedly</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-webgl" width="256" height="256"></canvas> +<canvas id="canvas-2d" width="256" height="256"></canvas> +<script> +"use strict"; +const wtu = WebGLTestUtils; + +const sz = 256; + +function drawTo2DCanvas(c2, webGLCanvas) { + // Always clear 2D canvas to solid green first. + c2.clearRect(0, 0, sz, sz); + c2.fillStyle = 'rgb(0,255,0)'; + c2.fillRect(0, 0, sz, sz); + // Draw WebGL canvas to this canvas. + c2.drawImage(webGLCanvas, 0, 0); +} + +function runTest() { + description(); + debug('Repeatedly drawing a WebGL canvas to a 2D canvas should only draw the most recently rendered WebGL content.'); + debug('Regression test for <a href="http://crbug.com/894021">http://crbug.com/894021</a>'); + + let c2 = document.getElementById('canvas-2d').getContext('2d'); + let webGLCanvas = document.getElementById('canvas-webgl'); + let gl = wtu.create3DContext(webGLCanvas, { alpha: true, antialias: false, premultipliedAlpha: true }); + let tolerance = 2; + + // Clear left half of WebGL canvas to red and right half to + // transparent black. + gl.disable(gl.SCISSOR_TEST); + gl.clearColor(0.0, 0.0, 0.0, 0.0); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.scissor(0, 0, sz / 2, sz); + gl.enable(gl.SCISSOR_TEST); + gl.clearColor(1.0, 0.0, 0.0, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT); + // Draw to 2D canvas. + drawTo2DCanvas(c2, webGLCanvas); + + // Clear right half of WebGL canvas to red and left half to + // transparent black. + gl.disable(gl.SCISSOR_TEST); + gl.clearColor(0.0, 0.0, 0.0, 0.0); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.scissor(sz / 2, 0, sz / 2, sz); + gl.enable(gl.SCISSOR_TEST); + gl.clearColor(1.0, 0.0, 0.0, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT); + // Draw to 2D canvas. + drawTo2DCanvas(c2, webGLCanvas); + + // Clear WebGL canvas to transparent black. + gl.disable(gl.SCISSOR_TEST); + gl.clearColor(0.0, 0.0, 0.0, 0.0); + gl.clear(gl.COLOR_BUFFER_BIT); + // Draw to 2D canvas. + drawTo2DCanvas(c2, webGLCanvas); + + // 2D canvas should be green. + // In the error case, the rendering results from earlier draws were + // being accumulated, so the 2D canvas was ultimately red. + wtu.checkCanvasRect(c2, 0, 0, sz, sz, + [ 0, 255, 0, 255 ], + "should be green", + tolerance); + + finishTest(); +} + +requestAnimationFrame(runTest); +</script> +</body> +</html> |