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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Canvas Conformance Tests</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>
<div id="console"></div>
<canvas id="canvas" width="50" height="50"> </canvas>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}
</script>
<script>
"use strict";
function drawTriangleTest(gl)
{
var width = 50;
var height = 50;
gl.viewport(0, 0, width, height);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
// Test several locations
wtu.checkCanvasRect(gl, 0, 0, width, 1, [0, 0, 0, 255],
'First line should be all black');
wtu.checkCanvasRect(gl, 20, 15, 10, 1, [255, 0, 0, 255],
'Line 15 should be red for at least 10 red pixels starting 20 pixels in');
wtu.checkCanvasRect(gl, 0, height - 1, width, 1, [0, 0, 0, 255],
'Last line should be all black');
}
description("This test ensures WebGL implementations correctly implement drawingbufferWidth/Height with compositing.");
debug("");
var wtu = WebGLTestUtils;
var err;
var maxSize;
var gl = wtu.create3DContext("canvas");
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);
shouldBeNonNull("program");
gl.enable(gl.DEPTH_TEST);
gl.clearColor(0, 0, 0, 1);
shouldBe('gl.getError()', 'gl.NO_ERROR');
debug("");
debug("Checking drawingBufferWidth/drawingBufferHeight");
shouldBe('gl.drawingBufferWidth', 'gl.canvas.width');
shouldBe('gl.drawingBufferHeight', 'gl.canvas.height');
// Check that changing the canvas size to something too large falls back to reasonable values.
maxSize = gl.getParameter(gl.MAX_VIEWPORT_DIMS);
shouldBeTrue('maxSize[0] > 0');
shouldBeTrue('maxSize[1] > 0');
// debug("MAX_VIEWPORT_DIMS = " + maxSize[0] + "x" + maxSize[1]);
gl.canvas.width = maxSize[0] * 4;
gl.canvas.height = maxSize[1] * 4;
shouldBeTrue('gl.drawingBufferWidth > 0');
shouldBeTrue('gl.drawingBufferHeight > 0');
shouldBeTrue('gl.drawingBufferWidth <= maxSize[0]');
shouldBeTrue('gl.drawingBufferHeight <= maxSize[1]');
shouldBe('gl.getError()', 'gl.NO_ERROR');
debug("");
debug("Checking scaling up then back down to 50/50, drawing still works.");
gl.canvas.width = 50;
gl.canvas.height = 50;
shouldBeTrue('gl.drawingBufferWidth == 50');
shouldBeTrue('gl.drawingBufferHeight == 50');
shouldBe('gl.getError()', 'gl.NO_ERROR');
drawTriangleTest(gl);
shouldBe('gl.getError()', 'gl.NO_ERROR');
}
debug("")
var successfullyParsed = true;
</script>
<script src="../../resources/js-test-post.js"></script>
</body>
</html>