| <!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 webgl commit flow on main thread: Two Canvases</title> |
| <style type="text/css"> |
| .nomargin { |
| margin: 0px auto; |
| } |
| </style> |
| <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 webgl 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 upright white |
| triangle on a green background and the right canvas shows dark-blue fill. |
| */ |
| |
| var g_swapsBeforeAck = 15; |
| var g_asyncCallbackNumber = 2; |
| |
| function getOffscreenContext(htmlCanvasId) { |
| return document.getElementById(htmlCanvasId).transferControlToOffscreen().getContext("webgl"); |
| } |
| |
| function startTest() { |
| var ctx1 = getOffscreenContext("canvas1"); |
| var ctx2 = getOffscreenContext("canvas2"); |
| |
| ctx1.clearColor(0, 1, 0, 1); |
| ctx1.clear(ctx1.COLOR_BUFFER_BIT); |
| // 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.clearColor(0, 0, 1, 1); |
| ctx2.clear(ctx2.COLOR_BUFFER_BIT); |
| // This ctx2.commit() must happen after the other ctx2.commit() below. |
| ctx2.commit(); |
| if (--g_asyncCallbackNumber == 0) waitForFinish(); |
| }); |
| |
| function drawTriangle(gl) |
| { |
| gl.clearColor(0, 1, 0, 1); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| |
| var prog = gl.createProgram(); |
| var vs = gl.createShader(gl.VERTEX_SHADER); |
| gl.shaderSource(vs, ['attribute vec2 pos;', |
| 'void main() {', |
| ' gl_Position = vec4(pos, 0., 1.);', |
| '}'].join('\n')); |
| gl.compileShader(vs); |
| if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) { |
| throw 'failed to compiled shader'; |
| } |
| gl.attachShader(prog, vs); |
| |
| var fs = gl.createShader(gl.FRAGMENT_SHADER); |
| gl.shaderSource(fs, ['void main() {', |
| ' gl_FragColor = vec4(1.);', |
| '}'].join('\n')); |
| gl.compileShader(fs); |
| if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) { |
| throw 'failed to compiled shader'; |
| } |
| gl.attachShader(prog, fs); |
| |
| gl.linkProgram(prog); |
| if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { |
| throw "Could not link the shader program!"; |
| } |
| gl.useProgram(prog); |
| |
| gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-.5,0, 0,.5, .5,0]), gl.STATIC_DRAW); |
| var attr = gl.getAttribLocation(prog, 'pos'); |
| gl.enableVertexAttribArray(attr); |
| gl.vertexAttribPointer(attr, 2, gl.FLOAT, false, 0, 0); |
| |
| gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3); |
| } |
| |
| // Do something complex to ctx2. |
| drawTriangle(ctx2); |
| // 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() { |
| drawTriangle(ctx1); |
| ctx1.commit(); |
| |
| // The following clear is never committed |
| ctx1.clearColor(1, 0, 0, 1); |
| ctx1.clear(ctx1.COLOR_BUFFER_BIT); |
| 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> |
| </head> |
| <body onload="main()"> |
| <div style="position:relative; width:700px; 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> |
| </body> |
| </html> |