<!doctype html>
<!--
Tests that a non-immersive session's rAF stops firing when an immersive session
is active, but resumes afterwards.
-->
<html>
<head>
<link rel="stylesheet" type="text/css" href="../resources/webxr_e2e.css">
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script src="../../../../../../third_party/blink/web_tests/resources/testharness.js"></script>
<script src="../resources/webxr_e2e.js"></script>
<script src="../resources/webxr_boilerplate.js"></script>
<script>
let counter = 0;
function stepBeforeImmersive() {
onMagicWindowXRFrameCallback = function() {
console.log('Got first inline frame');
// Verify that we call a rAF once, then make sure any subsequent calls
// are not done while there is an immersive session.
onMagicWindowXRFrameCallback = function() {
if (sessionInfos[sessionTypes.IMMERSIVE].currentSession !== null) {
assert_unreached(
"Non-immersive rAF called during immersive session");
}
}
finishJavaScriptStep();
};
}
function stepDuringImmersive() {
// Let the immersive session run for a bit so the non-immersive rAF
// can fire if it's going to.
onImmersiveXRFrameCallback = function() {
console.log('Got immersive frame, frame count: ' + counter);
if (counter < 10) {
counter++;
return;
}
onImmersiveXRFrameCallback = null;
finishJavaScriptStep();
};
}
function stepAfterImmersive() {
// Make sure we fire at least once after exiting the immersive session
onMagicWindowXRFrameCallback = function() {
done();
};
}
</script>
</body>
</html>