blob: dcb4542a6d50a75f4a9026446b9fce95f21099bc [file] [log] [blame]
<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 state.");
var wtu = WebGLTestUtils;
window.jsTestIsAsync = true;
if (window.internals)
window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
var canvas;
var context;
function draw() {
// Draw a blue quad to the screen. The compositor should have executed
// before reaching this point. If the texture state was corrupted, then
// a red quad will be drawn. See crbug.com/105045.
wtu.drawQuad(context);
wtu.checkCanvasRect(context, 0, 0, 1, 1, [0, 0, 255, 255], "Should have rendered blue.", 1);
finishJSTest();
}
window.onload = function()
{
canvas = document.getElementById("webgl-canvas");
context = create3DContext(canvas);
var program = wtu.setupTexturedQuad(context);
var bufferObjects = wtu.setupUnitQuad(context);
var texture = wtu.createColoredTexture(context, 1, 1, [0, 0, 255, 255]);
context.uniform1i(context.getUniformLocation(program, "tex"), 0);
context.activeTexture(context.TEXTURE_0 + 5);
context.bindTexture(context.TEXTURE_2D, texture);
context.viewport(0, 0, canvas.width, canvas.height);
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. requestAnimationFrame was tried for this purpose,
// but it did not produce the failing behaviour in crbug.com/105045.
// A timeout of 100 ms was found to consistently reproduce the problem.
setTimeout(draw, 100);
}
</script>
<canvas id="webgl-canvas" width="32px" height="32px"></canvas>
</body>
</html>