| <!DOCTYPE html> |
| <head> |
| <style> |
| canvas { |
| width: 200px; |
| height: 200px; |
| } |
| </style> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"> </script> |
| <script src="resources/webgl-test-utils.js"> </script> |
| <script> |
| |
| var wtu = WebGLTestUtils; |
| var gl; |
| window.jsTestIsAsync = true; |
| |
| if (window.initNonKhronosFramework) |
| window.initNonKhronosFramework(false); |
| |
| debug("Checks that a GPU process timeout on a non-result producing WebGL call will lose the context."); |
| debug("NOTE: This only passes in the test harness because it requires Internals."); |
| debug(""); |
| |
| async function webGLContextLost(canvas) { |
| return new Promise(resolve => canvas.addEventListener("webglcontextlost", resolve)); |
| } |
| |
| async function runTest() { |
| let canvas = document.createElement("canvas"); |
| canvas.width = 200; |
| canvas.height = 200; |
| gl = wtu.create3DContext(canvas); |
| wtu.setupColorQuad(gl); |
| gl.viewport(0, 0, canvas.width, canvas.height); |
| gl.clearColor(0.0, 1.0, 0.0, 1.0); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| shouldBeFalse("gl.isContextLost()"); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| if (window.internals) |
| window.internals.simulateEventForWebGLContext("Timeout", gl); |
| // We're trying to fill the command buffer with calls after the timeout, |
| // so that we test that asynchronous calls cause timeouts too. |
| // Use a relatively fast call that still fills up the buffer. |
| let callCount = 1000000; |
| for (let i = 0; i < callCount; ++i) |
| gl.clearColor(1.0, 1.0, 0.0 + i/callCount, 1.0); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| await webGLContextLost(canvas); |
| shouldBeTrue("gl.isContextLost()"); |
| shouldBe("gl.getError()", "gl.CONTEXT_LOST_WEBGL"); |
| finishTest(); |
| } |
| |
| runTest(); |
| var successfullyParsed = true; |
| |
| </script> |
| <body> |
| </body> |