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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Rapid Resizing Test</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" style="width: 256px; height: 256px;"> </canvas>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec2 position;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(0.0,1.0,0.0,1.0);
}
</script>
<script>
"use strict";
description("Verifies that rapidly resizing the canvas works correctly.");
debug("");
debug("Regression test for Chromium <a href='http://crbug.com/299371'>Issue 299371</a>");
debug("");
var err;
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var largeSize = 256;
var smallSize = 128;
var currentSize = largeSize;
canvas.width = largeSize;
canvas.height = largeSize;
var gl = wtu.create3DContext(canvas);
var numFrames = 0;
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
gl.clearColor(0, 0, 0, 1);
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["position"]);
shouldBeNonNull("program");
// Prepare to draw quads
var quadSize = 0.1;
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
// Lower left
-1, -1 + quadSize,
-1, -1,
-1 + quadSize, -1,
-1 + quadSize, -1 + quadSize,
// Lower right
1 - quadSize, -1 + quadSize,
1 - quadSize, -1,
1, -1,
1, -1 + quadSize,
// Upper right
1 - quadSize, 1,
1 - quadSize, 1 - quadSize,
1, 1 - quadSize,
1, 1,
// Upper left
-1, 1,
-1, 1 - quadSize,
-1 + quadSize, 1 - quadSize,
-1 + quadSize, 1
]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15
]), gl.STATIC_DRAW);
wtu.requestAnimFrame(render);
}
function render() {
if (++numFrames < 30) {
if (currentSize == largeSize) {
canvas.height = smallSize;
currentSize = smallSize;
} else {
canvas.height = largeSize;
currentSize = largeSize;
}
}
gl.viewport(0, 0, largeSize, currentSize);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, 24, gl.UNSIGNED_SHORT, 0);
// Check the four corners
var green = [ 0, 255, 0, 255 ];
var inset = 3;
wtu.checkCanvasRect(gl, inset, inset, 1, 1, green, "lower left should be green", 1);
wtu.checkCanvasRect(gl, largeSize - inset, inset, 1, 1, green, "lower right should be green", 1);
wtu.checkCanvasRect(gl, inset, currentSize - inset, 1, 1, green, "upper left should be green", 1);
wtu.checkCanvasRect(gl, largeSize - inset, currentSize - inset, 1, 1, green, "upper right should be green", 1);
if (numFrames < 60) {
wtu.requestAnimFrame(render);
} else {
finishTest();
}
}
</script>
</body>
</html>