| <!DOCTYPE html> |
| <html> |
| <head> |
| <script src="../../../resources/testharness.js"></script> |
| <script src="../../../resources/testharnessreport.js"></script> |
| <script src="./resources/webgl-test-utils-full.js"></script> |
| </head> |
| |
| <script id="myWorker" type="text/worker"> |
| var canvas; |
| var gl; |
| var extensionName; |
| var extension; |
| |
| var buffer; |
| var framebuffer; |
| var renderbuffer; |
| var program; |
| var shader; |
| var texture; |
| var uniformLocation; |
| var arrayBuffer; |
| var arrayBufferView; |
| var imageData; |
| var float32array; |
| var int32array; |
| var OES_vertex_array_object; |
| var vertexArrayObject; |
| |
| var validContextResults; |
| var lostContextResults; |
| |
| function compareGLError(glError, evalStr) |
| { |
| var exception; |
| try { |
| eval(evalStr); |
| } catch (e) { |
| exception = e; |
| } |
| if (exception) { |
| return false; |
| } else { |
| if (gl.getError() == glError) |
| return true; |
| return false; |
| } |
| } |
| |
| var simpleTextureVertexShader = [ |
| 'attribute vec4 vPosition;', |
| 'attribute vec2 texCoord0;', |
| 'varying vec2 texCoord;', |
| 'void main() {', |
| ' gl_Position = vPosition;', |
| ' texCoord = texCoord0;', |
| '}'].join('\n'); |
| |
| var simpleTextureFragmentShader = [ |
| 'precision mediump float;', |
| 'uniform sampler2D tex;', |
| 'varying vec2 texCoord;', |
| 'void main() {', |
| ' gl_FragData[0] = texture2D(tex, texCoord);', |
| '}'].join('\n'); |
| |
| function getShader(gl, shaderStr, type) |
| { |
| var shader = gl.createShader(type); |
| gl.shaderSource(shader, shaderStr); |
| gl.compileShader(shader); |
| |
| if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) |
| return null; |
| return shader; |
| } |
| |
| function setupProgram(gl, shaders, opt_attribs, opt_locations) |
| { |
| var vertexShader = getShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER); |
| var fragmentShader = getShader(gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER); |
| var program = gl.createProgram(); |
| gl.attachShader(program, vertexShader); |
| gl.attachShader(program, fragmentShader); |
| |
| if (opt_attribs) { |
| for (var ii = 0; ii < opt_attribs.length; ++ii) { |
| gl.bindAttribLocation( |
| program, |
| opt_locations ? opt_locations[ii] : ii, |
| opt_attribs[ii]); |
| } |
| } |
| gl.linkProgram(program); |
| |
| // Check the link status |
| var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
| if (!linked) { |
| // something went wrong with the link |
| gl.deleteProgram(program); |
| return null; |
| } |
| gl.useProgram(program); |
| return program; |
| } |
| |
| function setupSimpleTextureProgram(gl, opt_positionLocation, opt_texcoordLocation) |
| { |
| opt_positionLocation = opt_positionLocation || 0; |
| opt_texcoordLocation = opt_texcoordLocation || 1; |
| return setupProgram(gl, |
| [simpleTextureVertexShader, simpleTextureFragmentShader], |
| ['vPosition', 'texCoord0'], |
| [opt_positionLocation, opt_texcoordLocation]); |
| } |
| |
| function testValidContext() |
| { |
| // Purposely make all results true |
| var re1 = !(gl.isContextLost()); |
| |
| arrayBuffer = new ArrayBuffer(4); |
| arrayBufferView = new Int8Array(arrayBuffer); |
| |
| // Generate resources for testing. |
| buffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
| framebuffer = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); |
| program = setupSimpleTextureProgram(gl); |
| renderbuffer = gl.createRenderbuffer(); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); |
| shader = gl.createShader(gl.VERTEX_SHADER); |
| texture = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| var re2 = (gl.getError() == gl.NO_ERROR); |
| |
| // Test is queries that will later be false |
| var re3 = compareGLError(gl.NO_ERROR, "gl.enable(gl.BLEND)"); |
| var re4 = gl.isBuffer(buffer); |
| var re5 = gl.isEnabled(gl.BLEND); |
| var re6 = gl.isFramebuffer(framebuffer); |
| var re7 = gl.isProgram(program); |
| var re8 = gl.isRenderbuffer(renderbuffer); |
| var re9 = gl.isShader(shader); |
| var re10 = gl.isTexture(texture); |
| |
| validContextResults = [re1, re2, re3, re4, re5, re6, re7, re8, re9, re10]; |
| } |
| |
| function loseContext() |
| { |
| // Note: this will cause the context to be lost, but the |
| // webglcontextlost event listener to be queued. |
| extension.loseContext(); |
| } |
| |
| function testLostContext() |
| { |
| // Purposely make all results true |
| // Functions with special return values. |
| var re1 = gl.isContextLost(); |
| var re2 = (gl.getError() == gl.CONTEXT_LOST_WEBGL); |
| var re3 = (gl.getError() == gl.NO_ERROR); |
| var re4 = (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_UNSUPPORTED); |
| var re5 = (gl.getAttribLocation(program, 'u_modelViewProjMatrix') == -1); |
| var re6 = (gl.getVertexAttribOffset(0, gl.VERTEX_ATTRIB_ARRAY_POINTER) == 0); |
| |
| // Test the extension itself. |
| var re7 = compareGLError(gl.INVALID_OPERATION, "extension.loseContext()"); |
| |
| imageData = new ImageData(1, 1); |
| float32array = new Float32Array(1); |
| int32array = new Int32Array(1); |
| |
| // Test a set of functions that should not generate any GL error |
| var re8 = compareGLError(gl.NO_ERROR, "gl.activeTexture(gl.TEXTURE0)"); |
| var re9 = compareGLError(gl.NO_ERROR, "gl.attachShader(program, shader)"); |
| var re10 = compareGLError(gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer)"); |
| var re11 = compareGLError(gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer)"); |
| var re12 = compareGLError(gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer)"); |
| var re13 = compareGLError(gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, texture)"); |
| var re14 = compareGLError(gl.NO_ERROR, "gl.blendColor(1.0, 1.0, 1.0, 1.0)"); |
| var re15 = compareGLError(gl.NO_ERROR, "gl.blendEquation(gl.FUNC_ADD)"); |
| var re16 = compareGLError(gl.NO_ERROR, "gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD)"); |
| var re17 = compareGLError(gl.NO_ERROR, "gl.blendFunc(gl.ONE, gl.ONE)"); |
| var re18 = compareGLError(gl.NO_ERROR, "gl.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE)"); |
| var re19 = compareGLError(gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, 0, gl.STATIC_DRAW)"); |
| var re20 = compareGLError(gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, arrayBufferView, gl.STATIC_DRAW)"); |
| var re21 = compareGLError(gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, arrayBuffer, gl.STATIC_DRAW)"); |
| var re22 = compareGLError(gl.NO_ERROR, "gl.bufferSubData(gl.ARRAY_BUFFRE, 0, arrayBufferView)"); |
| var re23 = compareGLError(gl.NO_ERROR, "gl.bufferSubData(gl.ARRAY_BUFFRE, 0, arrayBuffer)"); |
| var re24 = compareGLError(gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); |
| var re25 = compareGLError(gl.NO_ERROR, "gl.clearColor(1, 1, 1, 1)"); |
| var re26 = compareGLError(gl.NO_ERROR, "gl.clearDepth(1)"); |
| var re27 = compareGLError(gl.NO_ERROR, "gl.clearStencil(0)"); |
| var re28 = compareGLError(gl.NO_ERROR, "gl.colorMask(1, 1, 1, 1)"); |
| var re29 = compareGLError(gl.NO_ERROR, "gl.compileShader(shader)"); |
| var re30 = compareGLError(gl.NO_ERROR, "gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 0, 0, 0)"); |
| var re31 = compareGLError(gl.NO_ERROR, "gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 0, 0)"); |
| var re32 = compareGLError(gl.NO_ERROR, "gl.cullFace(gl.FRONT)"); |
| var re33 = compareGLError(gl.NO_ERROR, "gl.deleteBuffer(buffer)"); |
| var re34 = compareGLError(gl.NO_ERROR, "gl.deleteFramebuffer(framebuffer)"); |
| var re35 = compareGLError(gl.NO_ERROR, "gl.deleteProgram(program)"); |
| var re36 = compareGLError(gl.NO_ERROR, "gl.deleteRenderbuffer(renderbuffer)"); |
| var re37 = compareGLError(gl.NO_ERROR, "gl.deleteShader(shader)"); |
| var re38 = compareGLError(gl.NO_ERROR, "gl.deleteTexture(texture)"); |
| var re39 = compareGLError(gl.NO_ERROR, "gl.depthFunc(gl.NEVER)"); |
| var re40 = compareGLError(gl.NO_ERROR, "gl.depthMask(0)"); |
| var re41 = compareGLError(gl.NO_ERROR, "gl.depthRange(0, 1)"); |
| var re42 = compareGLError(gl.NO_ERROR, "gl.detachShader(program, shader)"); |
| var re43 = compareGLError(gl.NO_ERROR, "gl.disable(gl.BLEND)"); |
| var re44 = compareGLError(gl.NO_ERROR, "gl.disableVertexAttribArray(0)"); |
| var re45 = compareGLError(gl.NO_ERROR, "gl.drawArrays(gl.POINTS, 0, 0)"); |
| var re46 = compareGLError(gl.NO_ERROR, "gl.drawElements(gl.POINTS, 0, gl.UNSIGNED_SHORT, 0)"); |
| var re47 = compareGLError(gl.NO_ERROR, "gl.enable(gl.BLEND)"); |
| var re48 = compareGLError(gl.NO_ERROR, "gl.enableVertexAttribArray(0)"); |
| var re49 = compareGLError(gl.NO_ERROR, "gl.finish()"); |
| var re50 = compareGLError(gl.NO_ERROR, "gl.flush()"); |
| var re51 = compareGLError(gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, renderbuffer)"); |
| var re52 = compareGLError(gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)"); |
| var re53 = compareGLError(gl.NO_ERROR, "gl.frontFace(gl.CW)"); |
| var re54 = compareGLError(gl.NO_ERROR, "gl.generateMipmap(gl.TEXTURE_2D)"); |
| var re55 = compareGLError(gl.NO_ERROR, "gl.hint(gl.GENERATE_MIPMAP_HINT, gl.FASTEST)"); |
| var re56 = compareGLError(gl.NO_ERROR, "gl.lineWidth(0)"); |
| var re57 = compareGLError(gl.NO_ERROR, "gl.linkProgram(program)"); |
| var re58 = compareGLError(gl.NO_ERROR, "gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0)"); |
| var re59 = compareGLError(gl.NO_ERROR, "gl.polygonOffset(0, 0)"); |
| var re60 = compareGLError(gl.NO_ERROR, "gl.readPixels(0, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)"); |
| var re61 = compareGLError(gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0)"); |
| var re62 = compareGLError(gl.NO_ERROR, "gl.sampleCoverage(0, 0)"); |
| var re63 = compareGLError(gl.NO_ERROR, "gl.scissor(0, 0, 0, 0)"); |
| var re64 = compareGLError(gl.NO_ERROR, "gl.shaderSource(shader, '')"); |
| var re65 = compareGLError(gl.NO_ERROR, "gl.stencilFunc(gl.NEVER, 0, 0)"); |
| var re66 = compareGLError(gl.NO_ERROR, "gl.stencilFuncSeparate(gl.FRONT, gl.NEVER, 0, 0)"); |
| var re67 = compareGLError(gl.NO_ERROR, "gl.stencilMask(0)"); |
| var re68 = compareGLError(gl.NO_ERROR, "gl.stencilMaskSeparate(gl.FRONT, 0)"); |
| var re69 = compareGLError(gl.NO_ERROR, "gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP)"); |
| var re70 = compareGLError(gl.NO_ERROR, "gl.stencilOpSeparate(gl.FRONT, gl.KEEP, gl.KEEP, gl.KEEP)"); |
| var re71 = compareGLError(gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)"); |
| var re72 = compareGLError(gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imageData)"); |
| var re73 = compareGLError(gl.NO_ERROR, "gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)"); |
| var re74 = compareGLError(gl.NO_ERROR, "gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)"); |
| var re75 = compareGLError(gl.NO_ERROR, "gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)"); |
| var re76 = compareGLError(gl.NO_ERROR, "gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData)"); |
| var re77 = compareGLError(gl.NO_ERROR, "gl.uniform1f(uniformLocation, 0)"); |
| var re78 = compareGLError(gl.NO_ERROR, "gl.uniform1fv(uniformLocation, float32array)"); |
| var re79 = compareGLError(gl.NO_ERROR, "gl.uniform1fv(uniformLocation, [0])"); |
| var re80 = compareGLError(gl.NO_ERROR, "gl.uniform1i(uniformLocation, 0)"); |
| var re81 = compareGLError(gl.NO_ERROR, "gl.uniform1iv(uniformLocation, int32array)"); |
| var re82 = compareGLError(gl.NO_ERROR, "gl.uniform1iv(uniformLocation, [0])"); |
| var re83 = compareGLError(gl.NO_ERROR, "gl.uniform2f(uniformLocation, 0, 0)"); |
| var re84 = compareGLError(gl.NO_ERROR, "gl.uniform2fv(uniformLocation, float32array)"); |
| var re85 = compareGLError(gl.NO_ERROR, "gl.uniform2fv(uniformLocation, [0, 0])"); |
| var re86 = compareGLError(gl.NO_ERROR, "gl.uniform2i(uniformLocation, 0, 0)"); |
| var re87 = compareGLError(gl.NO_ERROR, "gl.uniform2iv(uniformLocation, int32array)"); |
| var re88 = compareGLError(gl.NO_ERROR, "gl.uniform2iv(uniformLocation, [0, 0])"); |
| var re89 = compareGLError(gl.NO_ERROR, "gl.uniform3f(uniformLocation, 0, 0, 0)"); |
| var re90 = compareGLError(gl.NO_ERROR, "gl.uniform3fv(uniformLocation, float32array)"); |
| var re91 = compareGLError(gl.NO_ERROR, "gl.uniform3fv(uniformLocation, [0, 0, 0])"); |
| var re92 = compareGLError(gl.NO_ERROR, "gl.uniform3i(uniformLocation, 0, 0, 0)"); |
| var re93 = compareGLError(gl.NO_ERROR, "gl.uniform3iv(uniformLocation, int32array)"); |
| var re94 = compareGLError(gl.NO_ERROR, "gl.uniform3iv(uniformLocation, [0, 0, 0])"); |
| var re95 = compareGLError(gl.NO_ERROR, "gl.uniform4f(uniformLocation, 0, 0, 0, 0)"); |
| var re96 = compareGLError(gl.NO_ERROR, "gl.uniform4fv(uniformLocation, float32array)"); |
| var re97 = compareGLError(gl.NO_ERROR, "gl.uniform4fv(uniformLocation, [0, 0, 0, 0])"); |
| var re98 = compareGLError(gl.NO_ERROR, "gl.uniform4i(uniformLocation, 0, 0, 0, 0)"); |
| var re99 = compareGLError(gl.NO_ERROR, "gl.uniform4iv(uniformLocation, int32array)"); |
| var re100 = compareGLError(gl.NO_ERROR, "gl.uniform4iv(uniformLocation, [0, 0, 0, 0])"); |
| var re101 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix2fv(uniformLocation, false, float32array)"); |
| var re102 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix2fv(uniformLocation, false, [0, 0, 0, 0])"); |
| var re103 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix3fv(uniformLocation, false, float32array)"); |
| var re104 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix3fv(uniformLocation, false, [0, 0, 0, 0, 0, 0, 0, 0, 0])"); |
| var re105 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix4fv(uniformLocation, false, float32array)"); |
| var re106 = compareGLError(gl.NO_ERROR, "gl.uniformMatrix4fv(uniformLocation, false, [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0])"); |
| var re107 = compareGLError(gl.NO_ERROR, "gl.useProgram(program)"); |
| var re108 = compareGLError(gl.NO_ERROR, "gl.validateProgram(program)"); |
| var re109 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib1f(0, 0)"); |
| var re110 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib1fv(0, float32array)"); |
| var re111 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib1fv(0, [0])"); |
| var re112 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib2f(0, 0, 0)"); |
| var re113 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib2fv(0, float32array)"); |
| var re114 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib2fv(0, [0, 0])"); |
| var re115 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib3f(0, 0, 0, 0)"); |
| var re116 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib3fv(0, float32array)"); |
| var re117 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib3fv(0, [0, 0, 0])"); |
| var re118 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib4f(0, 0, 0, 0, 0)"); |
| var re119 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib4fv(0, float32array)"); |
| var re120 = compareGLError(gl.NO_ERROR, "gl.vertexAttrib4fv(0, [0, 0, 0, 0])"); |
| var re121 = compareGLError(gl.NO_ERROR, "gl.vertexAttribPointer(0, 0, gl.FLOAT, false, 0, 0)"); |
| var re122 = compareGLError(gl.NO_ERROR, "gl.viewport(0, 0, 0, 0)"); |
| |
| // Test a set of functions that should return null |
| var re123 = (gl.createBuffer() == null); |
| var re124 = (gl.createFramebuffer() == null); |
| var re125 = (gl.createProgram() == null); |
| var re126 = (gl.createRenderbuffer() == null); |
| var re127 = (gl.createShader(gl.GL_VERTEX_SHADER) == null); |
| var re128 = (gl.createTexture() == null); |
| var re129 = (gl.getActiveAttrib(program, 0) == null); |
| var re130 = (gl.getActiveUniform(program, 0) == null); |
| var re131 = (gl.getAttachedShaders(program) == null); |
| var re132 = (gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) == null); |
| var re133 = (gl.getContextAttributes() == null); |
| var re134 = (gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) == null); |
| var re135 = (gl.getParameter(gl.CURRENT_PROGRAM) == null); |
| var re136 = (gl.getProgramInfoLog(program) == null); |
| var re137 = (gl.getProgramParameter(program, gl.LINK_STATUS) == null); |
| var re138 = (gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH) == null); |
| var re139 = (gl.getShaderInfoLog(shader) == null); |
| var re140 = (gl.getShaderParameter(shader, gl.SHADER_TYPE) == null); |
| var re141 = (gl.getShaderSource(shader) == null); |
| var re142 = (gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S) == null); |
| var re143 = (gl.getUniform(program, uniformLocation) == null); |
| var re144 = (gl.getUniformLocation(program, 'vPosition') == null); |
| var re145 = (gl.getVertexAttrib(0, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) == null); |
| var re146 = (gl.getSupportedExtensions() == null); |
| var re147 = (eval("gl.getExtension('" + extensionName + "')") == null); |
| |
| // "Is" queries should all return false. |
| var re148 = !(gl.isBuffer(buffer)); |
| var re149 = !(gl.isEnabled(gl.BLEND)); |
| var re150 = !(gl.isFramebuffer(framebuffer)); |
| var re151 = !(gl.isProgram(program)); |
| var re152 = !(gl.isRenderbuffer(renderbuffer)); |
| var re153 = !(gl.isShader(shader)); |
| var re154 = !(gl.isTexture(texture)); |
| |
| var re155 = (gl.getError() == gl.NO_ERROR); |
| |
| // test extensions |
| var re156 = compareGLError(gl.NO_ERROR, "OES_vertex_array_object.bindVertexArrayOES(vertexArrayObject)"); |
| var re157 = compareGLError(gl.NO_ERROR, "OES_vertex_array_object.isVertexArrayOES(vertexArrayObject)"); |
| var re158 = compareGLError(gl.NO_ERROR, "OES_vertex_array_object.deleteVertexArrayOES(vertexArrayObject)"); |
| var re159 = (OES_vertex_array_object.createVertexArrayOES() == null); |
| |
| lostContextResults = [re1, re2, re3, re4, re5, re6, re7, re8, re9, re10, |
| re11, re12, re13, re14, re15, re16, re17, re18, re19, re20, |
| re21, re22, re23, re24, re25, re26, re27, re28, re29, re30, |
| re31, re32, re33, re34, re35, re36, re37, re38, re39, re40, |
| re41, re42, re43, re44, re45, re46, re47, re48, re49, re50, |
| re51, re52, re53, re54, re55, re56, re57, re58, re59, re60, |
| re61, re62, re63, re64, re65, re66, re67, re68, re69, re70, |
| re71, re72, re73, re74, re75, re76, re77, re78, re79, re80, |
| re81, re82, re83, re84, re85, re86, re87, re88, re89, re90, |
| re91, re92, re93, re94, re95, re96, re97, re98, re99, re100, |
| re101, re102, re103, re104, re105, re106, re107, re108, re109, re110, |
| re111, re112, re113, re114, re115, re116, re117, re118, re119, re120, |
| re121, re122, re123, re124, re125, re126, re127, re128, re129, re130, |
| re131, re132, re133, re134, re135, re136, re137, re138, re139, re140, |
| re141, re142, re143, re144, re145, re146, re147, re148, re149, re150, |
| re151, re152, re153, re154, re155, re156, re157, re158, re159]; |
| } |
| |
| self.onmessage = function(e) { |
| canvas = new OffscreenCanvas(10, 10); |
| gl = canvas.getContext('webgl'); |
| |
| // call testValidContext() before checking for the extension, because this is where we check |
| // for the isContextLost() method, which we want to do regardless of the extension's presence. |
| testValidContext(); |
| |
| extensionName = "WEBGL_lose_context"; |
| extension = gl.getExtension(extensionName); |
| // need an extension that exposes new API methods. |
| OES_vertex_array_object = gl.getExtension("OES_vertex_array_object"); |
| |
| canvas.addEventListener("webglcontextlost", function() { |
| testLostContext(); |
| self.postMessage({validRe: validContextResults, lostRe: lostContextResults}); |
| }); |
| // We need to initialize |uniformLocation| before losing context. |
| // Otherwise gl.getUniform() when context is lost will throw. |
| uniformLocation = gl.getUniformLocation(program, "tex"); |
| loseContext(); |
| }; |
| |
| </script> |
| |
| <script> |
| function makeWorker(script) |
| { |
| var blob = new Blob([script]); |
| return new Worker(URL.createObjectURL(blob)); |
| } |
| |
| var t = async_test('Test that WebGL context loss events can be handled with OffscreenCanvas in a worker'); |
| var worker = makeWorker(document.getElementById("myWorker").textContent); |
| worker.addEventListener('message', t.step_func(function(msg) { |
| var validResults = msg.data.validRe; |
| var lostResults = msg.data.lostRe; |
| assert_equals(validResults.length, 10); |
| assert_equals(lostResults.length, 159); |
| for (var i = 0; i < validResults.length; i++) |
| assert_true(validResults[i], 'Result from testValidContext() should all be true'); |
| for (var i = 0; i < lostResults.length; i++) |
| assert_true(lostResults[i], 'Result from testLostContext() should all be true'); |
| t.done(); |
| })); |
| worker.postMessage('start'); |
| </script> |
| </html> |