| <html> |
| <head> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"></script> |
| <script src="resources/webgl-test-utils.js"> </script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| description("Checks that painting WebGL contents doesn't pollute the context's viewport state."); |
| |
| var wtu = WebGLTestUtils; |
| |
| var canvas; |
| var context; |
| |
| function draw() { |
| var viewport = context.getParameter(context.VIEWPORT); |
| |
| if (!areArraysEqual(viewport, [20, 20, 10, 10])) { |
| testFailed(viewport + " should be [20, 20, 10, 10]. Was " + viewport); |
| } else { |
| testPassed("Viewport not corrupted."); |
| } |
| |
| finishTest(); |
| } |
| |
| window.onload = function() |
| { |
| if (window.initNonKhronosFramework) { |
| window.initNonKhronosFramework(true); |
| } |
| |
| canvas = document.getElementById("webgl-canvas"); |
| canvas.width = 50; canvas.height = 50; |
| context = create3DContext(canvas); |
| |
| context.viewport(20, 20, 10, 10); |
| |
| context.clearColor(255, 0, 0, 255); |
| context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); |
| |
| // We need to ensure that the compositor has run before the drawing |
| // takes place. Setting a timeout of zero causes the compositor to run before |
| // the draw call. Using requestAnimationFrame caused the test to time-out. |
| setTimeout(draw, 0); |
| } |
| </script> |
| <canvas id="webgl-canvas" width="32px" height="32px"></canvas> |
| </body> |
| </html> |