208 lines
5.9 KiB
HTML
208 lines
5.9 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<script src="../../../resources/js-test.js"></script>
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<script src="resources/webgl-test.js"></script>
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<script src="resources/webgl-test-utils.js"></script>
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<script>
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if (window.internals)
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window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
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var wtu = WebGLTestUtils;
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var canvas;
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var gl;
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var shouldGenerateGLError;
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var extension;
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var bufferObjects;
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var program;
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var texture;
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var texColor = [255, 10, 20, 255];
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var allowRestore;
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var contextLostEventFired;
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var contextRestoredEventFired;
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function init()
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{
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if (window.initNonKhronosFramework) {
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window.initNonKhronosFramework(true);
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}
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description("Tests behavior under a restored context.");
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shouldGenerateGLError = wtu.shouldGenerateGLError;
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testLosingContext();
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}
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function setupTest()
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{
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canvas = document.createElement("canvas");
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canvas.width = 1;
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canvas.height = 1;
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gl = wtu.create3DContext(canvas);
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extension = gl.getExtension("WEBGL_lose_context");
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if (!extension) {
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debug("Could not find lose_context extension under the following names: WEBGL_lose_context");
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return false;
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}
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return true;
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}
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function testLosingContext()
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{
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if (!setupTest())
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finishTest();
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debug("Test losing a context and inability to restore it.");
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canvas.addEventListener("webglcontextlost", function(e) {
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testLostContext(e);
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// restore the context after this event has exited.
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setTimeout(function() {
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// we didn't call prevent default so we should not be able to restore the context
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shouldGenerateGLError(gl, gl.INVALID_OPERATION, "extension.restoreContext()");
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testLosingAndRestoringContext();
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}, 0);
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});
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canvas.addEventListener("webglcontextrestored", testShouldNotRestoreContext);
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allowRestore = false;
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contextLostEventFired = false;
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contextRestoredEventFired = false;
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testOriginalContext();
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extension.loseContext();
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// The context should be lost immediately.
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shouldBeTrue("gl.isContextLost()");
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shouldBe("gl.getError()", "gl.CONTEXT_LOST_WEBGL");
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shouldBe("gl.getError()", "gl.NO_ERROR");
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// gl methods should be no-ops
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.blendFunc(gl.TEXTURE_2D, gl.TEXTURE_CUBE_MAP)");
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// but the event should not have been fired.
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shouldBeFalse("contextLostEventFired");
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}
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function testLosingAndRestoringContext()
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{
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if (!setupTest())
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finishTest();
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debug("");
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debug("Test losing and restoring a context.");
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canvas.addEventListener("webglcontextlost", function(e) {
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testLostContext(e);
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// restore the context after this event has exited.
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setTimeout(function() {
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shouldGenerateGLError(gl, gl.NO_ERROR, "extension.restoreContext()");
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// The context should still be lost. It will not get restored until the
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// webglrestorecontext event is fired.
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shouldBeTrue("gl.isContextLost()");
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shouldBe("gl.getError()", "gl.NO_ERROR");
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// gl methods should still be no-ops
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.blendFunc(gl.TEXTURE_2D, gl.TEXTURE_CUBE_MAP)");
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}, 0);
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});
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canvas.addEventListener("webglcontextrestored", function() {
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testRestoredContext();
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finishTest();
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});
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allowRestore = true;
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contextLostEventFired = false;
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contextRestoredEventFired = false;
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testOriginalContext();
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extension.loseContext();
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// The context should be lost immediately.
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shouldBeTrue("gl.isContextLost()");
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shouldBe("gl.getError()", "gl.CONTEXT_LOST_WEBGL");
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shouldBe("gl.getError()", "gl.NO_ERROR");
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// gl methods should be no-ops
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.blendFunc(gl.TEXTURE_2D, gl.TEXTURE_CUBE_MAP)");
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// but the event should not have been fired.
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shouldBeFalse("contextLostEventFired");
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}
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function testRendering()
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{
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gl.clearColor(0, 0, 0, 255);
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gl.colorMask(1, 1, 1, 0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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program = wtu.setupSimpleTextureProgram(gl);
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bufferObjects = wtu.setupUnitQuad(gl);
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texture = wtu.createColoredTexture(gl, canvas.width, canvas.height, texColor);
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gl.uniform1i(gl.getUniformLocation(program, "tex"), 0);
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wtu.drawQuad(gl, [0, 0, 0, 255]);
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var compare = texColor.slice(0, 3);
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wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, compare, "shouldBe " + compare);
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shouldBe("gl.getError()", "gl.NO_ERROR");
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}
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function testOriginalContext()
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{
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debug("Test valid context");
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shouldBeFalse("gl.isContextLost()");
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shouldBe("gl.getError()", "gl.NO_ERROR");
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testRendering();
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debug("");
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}
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function testLostContext(e)
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{
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debug("Test lost context");
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shouldBeFalse("contextLostEventFired");
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contextLostEventFired = true;
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shouldBeTrue("gl.isContextLost()");
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shouldBe("gl.getError()", "gl.NO_ERROR");
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debug("");
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if (allowRestore)
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e.preventDefault();
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}
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function testShouldNotRestoreContext(e)
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{
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testFailed("Should not restore the context unless preventDefault is called on the context lost event");
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debug("");
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}
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function testResources(expected)
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{
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var tests = [
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"gl.bindTexture(gl.TEXTURE_2D, texture)",
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"gl.useProgram(program)",
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"gl.bindBuffer(gl.ARRAY_BUFFER, bufferObjects[0])",
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];
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for (var i = 0; i < tests.length; ++i)
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shouldGenerateGLError(gl, expected, tests[i]);
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}
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function testRestoredContext()
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{
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debug("Test restored context");
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shouldBeFalse("contextRestoredEventFired");
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contextRestoredEventFired = true;
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shouldBeFalse("gl.isContextLost()");
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shouldBe("gl.getError()", "gl.NO_ERROR");
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// Validate that using old resources fails.
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testResources(gl.INVALID_OPERATION);
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testRendering();
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// Validate new resources created in testRendering().
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testResources(gl.NO_ERROR);
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debug("");
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}
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</script>
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</head>
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<body onload="init()">
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<div id="description"></div>
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<div id="console"></div>
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</body>
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</html>
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