| <!DOCTYPE HTML> |
| |
| <!-- READ BEFORE UPDATING: |
| If this test is updated make sure to increment the "revision" value of the |
| associated test in content/test/gpu/gpu_tests/pixel_test_pages.py. This will ensure |
| that the baseline images are regenerated on the next run. |
| --> |
| |
| <html> |
| <head> |
| <title>OffscreenCanvas 2d commit flow on main thread: Two Canvases</title> |
| <style type="text/css"> |
| .nomargin { |
| margin: 0px auto; |
| } |
| </style> |
| </head> |
| <body onload="main()"> |
| <div style="position:relative; width:600px; height:300px; background-color:white"> |
| </div> |
| <div id="container" style="position:absolute; top:0px; left:0px"> |
| <canvas id="canvas1" width="300" height="300" class="nomargin"></canvas> |
| <canvas id="canvas2" width="300" height="300" class="nomargin"></canvas> |
| </div> |
| <script> |
| /* This pixel test checks the following: |
| 1. Whether submission of frames for multiple canvases happen about the same |
| time for OffscreenCanvas.commit() that are invoked in the same JS task. |
| 2. Whether overdraw frame in one animation loop is handled well. |
| 3. Whether the drawn 2d image is position upright in commit(). |
| 4. Drawing to OffscreenCanvas without commit() has no rendering results. |
| |
| Correct end result of this test: The left canvas shows a seven-spike skyblue |
| star on the top-left corner of a green background and the right canvas shows |
| a sky-blue fill. |
| */ |
| |
| var g_swapsBeforeAck = 15; |
| var g_asyncCallbackNumber = 2; |
| |
| function getOffscreenContext(htmlCanvasId) { |
| return document.getElementById(htmlCanvasId).transferControlToOffscreen().getContext("2d"); |
| } |
| |
| function startTest() { |
| var ctx1 = getOffscreenContext("canvas1"); |
| var ctx2 = getOffscreenContext("canvas2"); |
| |
| ctx1.fillStyle = "green"; |
| ctx1.fillRect(0, 0, 300, 300); |
| // The promise returned by this ctx1.commit() must be resolved at |
| // about the same time as the other ctx2.commit() below as they are in the |
| // same JS task. |
| ctx1.commit().then(function() { |
| ctx2.fillRect(0, 0, 300, 300); |
| // This ctx2.commit() must happen after the other ctx2.commit() below. |
| ctx2.commit(); |
| if (--g_asyncCallbackNumber == 0) waitForFinish(); |
| }); |
| |
| function drawStar(ctx, cx, cy, spikes, outerRadius, innerRadius) { |
| var rot = Math.PI / 2 * 3; |
| var x = cx; |
| var y = cy; |
| var step = Math.PI / spikes; |
| |
| ctx.beginPath(); |
| ctx.moveTo(cx, cy - outerRadius); |
| for (i = 0; i < spikes; i++) { |
| x = cx + Math.cos(rot) * outerRadius; |
| y = cy + Math.sin(rot) * outerRadius; |
| ctx.lineTo(x, y); |
| rot += step; |
| |
| x = cx + Math.cos(rot) * innerRadius; |
| y = cy + Math.sin(rot) * innerRadius; |
| ctx.lineTo(x, y); |
| rot += step; |
| } |
| ctx.lineTo(cx, cy - outerRadius); |
| ctx.closePath(); |
| ctx.lineWidth = 5; |
| ctx.strokeStyle = 'black'; |
| ctx.stroke(); |
| ctx.fillStyle = 'skyblue'; |
| ctx.fill(); |
| } |
| |
| // Do something complex to ctx2. |
| ctx2.fillStyle = "blue"; |
| ctx2.fillRect(0, 0, 300, 300); |
| drawStar(ctx2, 150, 150, 25, 80, 60); |
| // This ctx2.commit() must be resolved at about the same time as the first |
| // ctx1.commit() above because they are in the same JS task, no matter how |
| // complex the drawing operation is. |
| ctx2.commit().then(function() { |
| drawStar(ctx1, 100, 100, 7, 80, 30); |
| ctx1.commit(); |
| |
| // The following fill is never committed |
| ctx1.fillStyle = "red"; |
| ctx1.fillRect(0, 0, 200, 200); |
| if (--g_asyncCallbackNumber == 0) waitForFinish(); |
| }); |
| |
| } |
| |
| function main() { |
| startTest(); |
| } |
| |
| function waitForFinish() |
| { |
| if (g_swapsBeforeAck == 0) { |
| domAutomationController.setAutomationId(1); |
| domAutomationController.send("SUCCESS"); |
| } else { |
| g_swapsBeforeAck--; |
| document.getElementById('container').style.zIndex = g_swapsBeforeAck + 1; |
| requestAnimationFrame(waitForFinish); |
| } |
| } |
| |
| </script> |
| </body> |
| </html> |