<!DOCTYPE HTML>
<html>
<head>
<title>WebGL 2.0 Test: BlitFramebuffer Result Must Be Displayed</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;
var width;
var height;
var numFramesBeforeBlit = 15;
var numFramesBeforeEnd = 15;
function main() {
var canvas = document.getElementById("c");
gl = canvas.getContext('webgl2', {alpha: false, antialias: false,
depth: false, stencil: false});
if (!gl) {
sendResult("FAILURE", "WebGL 2.0 context not supported");
return;
}
// Clear background of canvas to red
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Wait a few frames and then clearBufferfv to green, to ensure
// canvas was composited
window.requestAnimationFrame(maybeClearBufferfv);
}
function maybeClearBufferfv()
{
if (--numFramesBeforeBlit == 0) {
gl.clearBufferfv(gl.COLOR, 0, [ 0.0, 1.0, 0.0, 1.0 ]);
// That's the only operation done to the canvas. Wait to signal
// acknowledgment to the harness.
window.requestAnimationFrame(waitForFinish);
} else {
// Do this again
window.requestAnimationFrame(maybeClearBufferfv);
}
}
function waitForFinish()
{
if (--numFramesBeforeEnd == 0) {
sendResult("SUCCESS", "Test complete");
} else {
window.requestAnimationFrame(waitForFinish);
}
}
</script>
</head>
<body onload="main()">
<canvas id="c" width="200" height="200" class="nomargin" style="position:absolute; top:0px; left:0px"></canvas>
</div>
</body>
</html>