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1 <!DOCTYPE html> |
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2 <html class="reftest-wait"> |
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3 <head> |
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4 <meta charset="UTF-8"> |
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5 |
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6 <script type="text/javascript" src="webgl-utils.js"></script> |
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7 <script type="text/javascript"> |
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8 /* Disable Test |
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9 * |
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10 * If we succeed in getting a WebGL context, we will fill |
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11 * the canvas with red. If we fail to acquire a WebGL context, |
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12 * we will use Canvas2D to instead fill it with green. |
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13 * |
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14 * Note that this test differs from the others in that |
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15 * it will draw differently if it receives a WebGL context. |
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16 * Other tests are designed to fallback silently to Canvas2D. |
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17 * |
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18 * We use this test to assure that when we disable WebGL, |
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19 * WebGL does not function. This is trivially true for systems |
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20 * that don't support WebGL. This test is not viable for testing |
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21 * that WebGL works, as blocklisted systems will always draw green. |
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22 */ |
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23 |
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24 "use strict"; |
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25 |
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26 function renderGL(gl) { |
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27 gl.clearColor(1.0, 0.0, 0.0, 1.0); |
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28 gl.clear(gl.COLOR_BUFFER_BIT); |
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29 gl.finish(); |
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30 } |
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31 |
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32 function renderBackup(canvas) { |
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33 var context = canvas.getContext("2d"); |
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34 context.fillStyle = "rgba(0, 255, 0, 1.0)"; |
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35 context.fillRect(0, 0, 256, 256); |
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36 } |
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37 |
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38 function runTest() { |
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39 var canvas = document.getElementById("canvas"); |
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40 var gl = initGL(canvas); |
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41 |
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42 if (gl) |
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43 renderGL(gl); |
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44 else |
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45 renderBackup(canvas); |
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46 |
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47 waitForComposite(testComplete); |
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48 } |
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49 |
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50 function testComplete() { |
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51 document.documentElement.removeAttribute("class"); |
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52 } |
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53 </script> |
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54 </head> |
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55 |
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56 <body onload="rAF(runTest);"> |
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57 <canvas id="canvas" width="256" height="256"></canvas> |
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58 </body> |
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59 |
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60 </html> |