54 lines
1.4 KiB
HTML
54 lines
1.4 KiB
HTML
<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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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<script>
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description("Checks that painting WebGL contents doesn't pollute the context's viewport state.");
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var wtu = WebGLTestUtils;
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var canvas;
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var context;
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function draw() {
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var viewport = context.getParameter(context.VIEWPORT);
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if (!areArraysEqual(viewport, [20, 20, 10, 10])) {
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testFailed(viewport + " should be [20, 20, 10, 10]. Was " + viewport);
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} else {
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testPassed("Viewport not corrupted.");
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}
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finishTest();
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}
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window.onload = function()
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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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canvas = document.getElementById("webgl-canvas");
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canvas.width = 50; canvas.height = 50;
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context = create3DContext(canvas);
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context.viewport(20, 20, 10, 10);
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context.clearColor(255, 0, 0, 255);
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context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT);
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// We need to ensure that the compositor has run before the drawing
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// takes place. Setting a timeout of zero causes the compositor to run before
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// the draw call. Using requestAnimationFrame caused the test to time-out.
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setTimeout(draw, 0);
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}
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</script>
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<canvas id="webgl-canvas" width="32px" height="32px"></canvas>
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</body>
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</html>
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