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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>Check that the canvas is NOT recomposited after unsucessful draw call</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../js/js-test-pre.js"></script> |
| <script src="../../js/webgl-test-utils.js"></script> |
| <style> |
| canvas { |
| border: 1px solid black; |
| } |
| .correct { |
| border: 1px solid black; |
| background-color: #00ff00; |
| } |
| </style> |
| </head> |
| <body> |
| <pre> |
| This test must be run manually. |
| |
| This test tests that a canvas is NOT cleared |
| when a draw call fails. |
| |
| You should see two <span class="correct">green rectangles</span> |
| with black outlines on success. |
| </pre> |
| <canvas id='c1'></canvas> |
| <canvas id='c2'></canvas> |
| <div id="console"></div> |
| <script> |
| "use strict"; |
| var wtu = WebGLTestUtils; |
| var c1 = document.getElementById("c1"); |
| var c2 = document.getElementById("c2"); |
| var gl1 = wtu.create3DContext(c1); |
| var gl2 = wtu.create3DContext(c2); |
| gl1.clearColor(0,1,0,1); |
| gl1.clear(gl1.COLOR_BUFFER_BIT); |
| gl2.clearColor(0,1,0,1); |
| gl2.clear(gl2.COLOR_BUFFER_BIT); |
| wtu.waitForComposite(function() { |
| gl1.drawArrays(gl1.BLEND, 0, 0); |
| wtu.glErrorShouldBe(gl1, gl1.INVALID_ENUM, "no errors"); |
| }); |
| |
| wtu.waitForComposite(function() { |
| var buf = gl2.createBuffer(); |
| gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, buf); |
| gl2.bufferData(gl2.ELEMENT_ARRAY_BUFFER, new Uint8Array(1), gl2.STATIC_DRAW); |
| gl2.drawElements(gl2.BLEND, 0, gl2.UNSIGNED_SHORT, 0); |
| wtu.glErrorShouldBe(gl2, gl2.INVALID_ENUM, "no errors"); |
| }); |
| </script> |
| </body> |
| </html> |