blob: aee529c96282a24385d530ee2bd2b705ee3f19a9 [file] [log] [blame]
/*
* Copyright (c) 2014, the Dart project authors. Please see the AUTHORS file
* for details. All rights reserved. Use of this source code is governed by a
* BSD-style license that can be found in the LICENSE file.
*/
/**
* @description Checks that painting WebGL contents doesn't pollute the context
* state.
*/
import "dart:html";
import "dart:web_gl" as wgl;
import "../../../testcommon.dart";
import "resources/webgl-test.dart";
import "resources/webgl-test-utils.dart" as wtu;
import "../../../../Utils/async_utils.dart";
main() {
document.body
.appendHtml('<canvas id="webgl-canvas" width="32px" height="32px"></canvas>');
var canvas;
var context;
draw() {
// Draw a blue quad to the screen. The compositor should have executed
// before reaching this point. If the texture state was corrupted, then
// a red quad will be drawn. See crbug.com/105045.
wtu.drawQuad(context);
wtu.checkCanvasRect(context, 0, 0, 1, 1, [0, 0, 255, 255],
"Should have rendered blue.", 1);
asyncEnd();
}
canvas = document.getElementById("webgl-canvas");
context = create3DContext(canvas);
var program = wtu.setupTexturedQuad(context);
var bufferObjects = wtu.setupUnitQuad(context);
var texture = wtu.createColoredTexture(context, 1, 1, [0, 0, 255, 255]);
context.uniform1i(context.getUniformLocation(program, "tex"), 0);
context.activeTexture(wgl.TEXTURE0 + 5);
context.bindTexture(wgl.TEXTURE_2D, texture);
context.viewport(0, 0, canvas.width, canvas.height);
context.clearColor(255, 0, 0, 255);
context.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT);
// We need to ensure that the compositor has run before the drawing
// takes place. requestAnimationFrame was tried for this purpose,
// but it did not produce the failing behaviour in crbug.com/105045.
// A timeout of 100 ms was found to consistently reproduce the problem.
asyncStart();
setTimeout(draw, 100);
}