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| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
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| --> |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL required buffer clear behaviour test</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../resources/js-test-pre.js"></script> |
| <script src="../resources/webgl-test.js"> </script> |
| <script src="../resources/webgl-test-utils.js"> </script> |
| <style type="text/css"> |
| body { |
| height: 3000px; |
| } |
| </style> |
| <script type="text/javascript"> |
| |
| var iter = 0; |
| var gl1; |
| var gl2; |
| |
| var wtu = WebGLTestUtils; |
| |
| function timer() { |
| if (iter == 0) { |
| // some random hacky stuff to make sure that we get a compositing step |
| window.scrollBy(0, 10); |
| window.scrollBy(0, -10); |
| iter++; |
| |
| setTimeout(timer, 500); |
| } else if (iter == 1) { |
| function clear(gl) { |
| // scissor was set earlier |
| gl.clearColor(0, 0, 1, 1); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| } |
| clear(gl1); |
| clear(gl2); |
| |
| debug("check on screen canvas"); |
| wtu.checkCanvasRect(gl1, 0, 10, 10, 10, [0, 0, 255, 255], "cleared corner should be blue, stencil should be preserved"); |
| wtu.checkCanvasRect(gl1, 0, 0, 10, 10, [0, 0, 0, 0], "remainder of buffer should be cleared"); |
| debug("check off screen canvas"); |
| wtu.checkCanvasRect(gl2, 0, 10, 10, 10, [0, 0, 255, 255], "cleared corner should be blue, stencil should be preserved"); |
| wtu.checkCanvasRect(gl2, 0, 0, 10, 10, [255, 0, 0, 255], "remainder of buffer should be un-cleared red"); |
| |
| finishTest(); |
| } |
| } |
| |
| function go() { |
| description("This test ensures WebGL implementations correctly clear the drawing buffer on composite if preserveDrawingBuffer is false."); |
| |
| debug(""); |
| |
| gl1 = wtu.create3DContext("c"); |
| gl2 = wtu.create3DContext(); |
| shouldBeTrue("gl1 != null"); |
| shouldBeTrue("gl2 != null"); |
| |
| shouldBeTrue('gl1.getContextAttributes().preserveDrawingBuffer == false'); |
| shouldBeTrue('gl2.getContextAttributes().preserveDrawingBuffer == false'); |
| |
| function init(gl) { |
| gl.clearColor(1, 0, 0, 1); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); |
| |
| // enable scissor here, before compositing, to make sure it's correctly |
| // ignored and restored |
| gl.scissor(0, 10, 10, 10); |
| gl.enable(gl.SCISSOR_TEST); |
| } |
| |
| init(gl1); |
| init(gl2); |
| |
| setTimeout(timer, 500); |
| } |
| |
| window.addEventListener("load", go, false); |
| |
| var successfullyParsed = true; |
| </script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <canvas width="20" height="20" style="border: 1px solid blue;" id="c"></canvas> |
| <div id="console"></div> |
| </body> |
| </html> |
| |