blob: a041c140723575caea8a75ead080eec35d936c53 [file] [log] [blame]
<!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>