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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/many-draw-calls.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/many-draw-calls.html
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@@ -0,0 +1,138 @@
+<!--
+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">
+<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>
+<script id="vshader" type="x-shader/x-vertex">
+uniform mat4 transformMatrix;
+uniform vec3 positionOffset;
+attribute vec2 aPosition;
+void main() {
+ gl_Position = transformMatrix * vec4(aPosition, 0.0, 1.0) + vec4(positionOffset, 0.0);
+}
+</script>
+<script id="fshader" type="x-shader/x-fragment">
+void main() {
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+}
+</script>
+<div id="description"></div>
+<canvas id="canvas" width="256" height="256"></canvas>
+<div id="console"></div>
+<script>
+"use strict";
+enableJSTestPreVerboseLogging();
+description("Test many draw calls and uniform updates per frame");
+
+debug('Regression test for Chromium <a href="http://crbug.com/320724">Issue 320724</a> and <a href="http://crbug.com/322726">Issue 322726</a>');
+debug('');
+
+var contextWasLost = false;
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById('canvas');
+var gl = wtu.create3DContext(canvas);
+canvas.addEventListener('webglcontextlost', function(event) { contextWasLost = true; }, false);
+var program = wtu.setupProgram(gl, ["vshader", "fshader"], [ "aPosition" ]);
+if (!program) {
+ testFailed("failed to create test program");
+}
+
+gl.useProgram(program);
+var vertexObject = gl.createBuffer();
+gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+gl.enableVertexAttribArray(0);
+
+// Initialize vertices
+gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ -1.0, 1.0,
+ 1.0, -1.0,
+ 1.0, 1.0,
+ -1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, -1.0 ]), gl.STATIC_DRAW);
+gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+
+gl.clearColor(0.3, 0.3, 0.3, 1.0);
+
+// Initialize uniforms
+var transformLoc = gl.getUniformLocation(program, 'transformMatrix');
+var offsetLoc = gl.getUniformLocation(program, 'positionOffset');
+
+// This many draw calls appear to be necessary to trigger the original bug reliably.
+var tilesPerSide = 100;
+var numDrawsThisFrame = 0;
+
+var doNextDraw = function() {
+ // Sometimes, the original bug can't be caught cooperatively, and it
+ // causes the entire tab to hang irrevocably.
+ if (contextWasLost) {
+ testFailed("WebGL context was lost while running the test");
+ finishTest();
+ return;
+ }
+
+ var totalDraws = tilesPerSide * tilesPerSide;
+ if (numDrawsThisFrame >= totalDraws) {
+ testPassed("All draw calls completed successfully");
+ finishTest();
+ return;
+ }
+
+ numDrawsThisFrame += tilesPerSide;
+
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ var transformMatrix = new Float32Array(16);
+ transformMatrix[15] = 1.0;
+ var scaleFactor = 1.0 / tilesPerSide;
+ transformMatrix[0] = scaleFactor;
+ transformMatrix[5] = scaleFactor;
+ transformMatrix[10] = scaleFactor;
+
+ var offset = new Float32Array(3);
+
+ var drawsDoneThisFrame = 0;
+ for (var yy = 0; yy < tilesPerSide; ++yy) {
+ for (var xx = 0; xx < tilesPerSide; ++xx) {
+ if (drawsDoneThisFrame >= numDrawsThisFrame)
+ break;
+
+ gl.uniformMatrix4fv(transformLoc, false, transformMatrix);
+
+ offset[0] = 2.0 * ((0.5 + xx) / tilesPerSide) - 1.0;
+ offset[1] = 2.0 * ((0.5 + yy) / tilesPerSide) - 1.0;
+ gl.uniform3f(offsetLoc, offset[0], offset[1], offset[2]);
+
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ ++drawsDoneThisFrame;
+ }
+
+ if (drawsDoneThisFrame >= numDrawsThisFrame)
+ break;
+ }
+
+ var iterations = numDrawsThisFrame / tilesPerSide;
+ if (iterations % 10 === 0) {
+ // Needed to avoid test timeout within the harness on some slower platforms
+ testPassed("Completed " + iterations + " iterations");
+ }
+
+ wtu.requestAnimFrame(doNextDraw);
+}
+
+wtu.requestAnimFrame(doNextDraw);
+var successfullyParsed = true;
+</script>
+</body>
+</html>