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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.
*/
importScripts("../../js/tests/canvas-tests-utils.js");
self.onmessage = function(e) {
if (!setupTest())
self.postMessage("Test failed");
canvas.addEventListener("webglcontextlost", function(e) {
if (!testLostContext(e))
self.postMessage("Test failed");
// restore the context after this event has exited.
setTimeout(function() {
// we didn't call prevent default so we should not be able to restore the context
if (!compareGLError(gl.INVALID_OPERATION, "WEBGL_lose_context.restoreContext()"))
self.postMessage("Test failed");
testLosingAndRestoringContext().then(function() {
self.postMessage("Test passed");
}, function() {
self.postMessage("Test failed");
});
}, 0);
});
canvas.addEventListener("webglcontextrestored", function() {
self.postMessage("Test failed");
});
allowRestore = false;
contextLostEventFired = false;
contextRestoredEventFired = false;
if (!testOriginalContext())
self.postMessage("Test failed");
WEBGL_lose_context.loseContext();
// The context should be lost immediately.
if (!gl.isContextLost())
self.postMessage("Test failed");
if (gl.getError() != gl.CONTEXT_LOST_WEBGL)
self.postMessage("Test failed");
if (gl.getError() != gl.NO_ERROR)
self.postMessage("Test failed");
// gl methods should be no-ops
if (!compareGLError(gl.NO_ERROR, "gl.blendFunc(gl.TEXTURE_2D, gl.TEXTURE_CUBE_MAP)"))
self.postMessage("Test failed");
// but the event should not have been fired.
if (contextLostEventFired)
self.postMessage("Test failed");
}
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