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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Origin Restrictions Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
<script>
"use strict";
var wtu = WebGLTestUtils;
// This function returns the last 2 words of the domain of a URL
// This is probably not the correct check but it will do for now.
function getBaseDomain(str) {
str = str.replace("\\", "/");
var pos = str.indexOf("://");
if (pos >= 0) {
str = str.substr(pos + 3);
}
var parts = str.split('/');
var domain = parts[0].match(/\w+\.\w+$/);
return domain || '';
}
// Checks if function throws an exception.
function causedException(func) {
var hadException = false;
try {
func();
} catch(e) {
hadException = true;
}
return hadException;
}
var imgDomain;
var pageDomain;
var successfullyParsed;
window.onload = function() {
description("This test ensures WebGL implementations follow proper same-origin restrictions.");
var img = document.getElementById("img");
assertMsg(img.width > 0 && img.height > 0, "img was loaded");
imgDomain = getBaseDomain(img.src);
pageDomain = getBaseDomain(window.location.toString());
assertMsg(imgDomain != pageDomain,
"img domain (" + imgDomain + ") and page domain (" + pageDomain + ") are not the same.");
function makeTexImage2D(gl, src) {
return function() {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src);
};
}
function makeTexSubImage2D(gl, src) {
return function() {
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, src);
};
}
function makeReadPixels(gl) {
return function() {
var buf = new Uint8Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
};
}
function makeToDataURL(canvas) {
return function() {
var data = canvas.toDataURL();
}
}
var canvas1 = document.getElementById("canvas1");
var gl = wtu.create3DContext(canvas1);
debug("");
debug("check that an attempt to upload an image from another origin throws an exception.");
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 256, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
assertMsg(causedException(makeTexImage2D(gl, img)),
"texImage2D with cross-origin image should throw exception.");
assertMsg(causedException(makeTexSubImage2D(gl, img)),
"texSubImage2D with cross-origin image should throw exception.");
debug("check that readPixels and toDataURL continue to work against this canvas.");
assertMsg(!causedException(makeReadPixels(gl)),
"readPixels should never throw exception -- not possible to dirty origin of WebGL canvas.");
assertMsg(!causedException(makeToDataURL(canvas1)),
"should not throw exception by toDataURL for WebGL canvas, which should stay origin clean.");
debug("check that an attempt to upload a tainted canvas throws an exception.");
var canvas2 = document.getElementById("canvas2");
var ctx2d = canvas2.getContext("2d");
ctx2d.drawImage(img, 0, 0);
assertMsg(causedException(makeToDataURL(canvas2)),
"should throw exception by toDataURL for NON origin clean canvas.");
assertMsg(causedException(makeTexImage2D(gl, canvas2)),
"texImage2D with NON origin clean canvas should throw exception.");
assertMsg(causedException(makeTexSubImage2D(gl, canvas2)),
"texSubImage2D with NON origin clean canvas should throw exception.");
debug("check that readPixels and toDataURL continue to work against this canvas.");
assertMsg(!causedException(makeReadPixels(gl)),
"readPixels should never throw exception -- not possible to dirty origin of WebGL canvas.");
assertMsg(!causedException(makeToDataURL(canvas1)),
"should not throw exception by toDataURL for WebGL canvas, which should stay origin clean.");
// TODO: Should check video.
// TODO: Should check CORS support.
debug("");
successfullyParsed = true;
shouldBeTrue("successfullyParsed");
debug('<br /><span class="pass">TEST COMPLETE</span>');
notifyFinishedToHarness();
}
</script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas1"></canvas>
<canvas id="canvas2"></canvas>
<img id="img" src="http://www.opengl.org/img/opengl_logo.jpg" style="display:none;">
</body>
</html>