<!DOCTYPE HTML>
<html>
<head>
<title>Repeatedly Drawing WebGL to 2D Canvas Must Show Only Latest Result</title>
<style type="text/css">
.nomargin {
margin: 0px auto;
}
</style>
<script>
function sendResult(status, detail) {
console.log(detail);
if (window.domAutomationController) {
window.domAutomationController.send(status);
} else {
console.log(status);
}
}
var gl;
var fbo;
const sz = 256;
var numFramesBeforeBlit = 15;
var numFramesBeforeEnd = 15;
function drawTo2DCanvas(c2, webGLCanvas) {
// Always clear 2D canvas to solid green first.
c2.clearRect(0, 0, sz, sz);
c2.fillStyle = 'rgb(0,255,0)';
c2.fillRect(0, 0, sz, sz);
// Draw WebGL canvas to this canvas.
c2.drawImage(webGLCanvas, 0, 0);
}
function main() {
let c2 = document.getElementById('canvas-2d').getContext('2d');
let webGLCanvas = document.createElement('canvas');
webGLCanvas.width = sz;
webGLCanvas.height = sz;
// Even though alpha:true is the default, specify it explicitly in order
// to make this clear. (The test won't pass without it, anyway.)
let gl = webGLCanvas.getContext('webgl', {alpha: true});
if (!gl) {
sendResult("FAILURE", "WebGL context not supported");
return;
}
// Clear left half of WebGL canvas to red and right half to
// transparent black.
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.scissor(0, 0, sz / 2, sz);
gl.enable(gl.SCISSOR_TEST);
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw to 2D canvas.
drawTo2DCanvas(c2, webGLCanvas);
// Clear right half of WebGL canvas to red and left half to
// transparent black.
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.scissor(sz / 2, 0, sz / 2, sz);
gl.enable(gl.SCISSOR_TEST);
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw to 2D canvas.
drawTo2DCanvas(c2, webGLCanvas);
// Clear WebGL canvas to transparent black.
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw to 2D canvas.
drawTo2DCanvas(c2, webGLCanvas);
// 2D canvas should be green. Harness will verify this.
waitForFinish();
}
function waitForFinish() {
if (--numFramesBeforeEnd == 0) {
sendResult("SUCCESS", "Test complete");
} else {
window.requestAnimationFrame(waitForFinish);
}
}
</script>
</head>
<body onload="main()">
<canvas id="canvas-2d" width="256" height="256" class="nomargin" style="position:absolute; top:0px; left:0px"></canvas>
</div>
</body>
</html>