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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 /* Hanging Framebuffer Test |
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9 * |
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10 * Clear the canvas to green, but create and bind a new framebuffer |
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11 * before returning. This will fail if we blindly read from the bound |
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12 * framebuffer, instead of binding to the screen and reading from that. |
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13 * |
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14 * How failure looks isn't well defined, since this is an empty framebuffer, |
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15 * thus is incomplete, and should cause errors if it's read from. |
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16 */ |
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17 |
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18 "use strict"; |
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19 |
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20 function renderGL(gl) { |
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21 gl.clearColor(0.0, 1.0, 0.0, 1.0); |
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22 gl.clear(gl.COLOR_BUFFER_BIT); |
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23 |
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24 var fb = gl.createFramebuffer(); |
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25 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
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26 |
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27 gl.finish(); |
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28 } |
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29 |
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30 function renderFailure(canvas) { |
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31 // This will also trigger RAF for us. |
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32 var context = canvas.getContext("2d"); |
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33 context.fillText('WebGL failed.', 64, 64); |
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34 } |
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35 |
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36 function runTest() { |
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37 var canvas = document.getElementById("canvas"); |
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38 var gl = initGL(canvas); |
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39 |
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40 if (gl) |
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41 renderGL(gl); |
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42 else |
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43 renderFailure(canvas); |
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44 |
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45 waitForComposite(testComplete); |
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46 } |
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47 |
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48 function testComplete() { |
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49 document.documentElement.removeAttribute("class"); |
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50 } |
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51 </script> |
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52 </head> |
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53 |
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54 <body onload="rAF(runTest);"> |
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55 <canvas id="canvas" width="256" height="256"></canvas> |
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56 </body> |
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57 |
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58 </html> |