<!DOCTYPE HTML>
<html>
<head>
<title>WebGL Context Restored Test</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);
}
}
// This test kills the GPU process, which takes some time to recover,
// so give it a few seconds before proceeding.
var numFramesBeforeEnd = 180;
var gl;
function clearToRed() {
gl.clearColor(1.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
function clearToGreen() {
gl.clearColor(0.0, 1.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
function main() {
var canvas = document.getElementById("c");
gl = canvas.getContext('webgl');
if (!gl) {
sendResult("FAILURE", "WebGL context not supported");
return;
}
canvas.addEventListener('webglcontextlost', contextLostHandler, false);
canvas.addEventListener('webglcontextrestored', contextRestoredHandler, false);
// Clear the canvas to red. The harness will then crash the GPU
// process for us, the context will be restored, and the canvas will
// be cleared to green. Ensure this mechanism is working correctly.
clearToRed();
// Sending READY will make the GPU process crash.
sendResult("READY");
}
function contextLostHandler(e)
{
console.log("Context lost");
e.preventDefault();
}
function contextRestoredHandler()
{
console.log("Context restored");
clearToGreen();
waitForFinish();
}
function waitForFinish()
{
if (--numFramesBeforeEnd == 0) {
sendResult("SUCCESS", "Test complete");
} else {
window.requestAnimationFrame(waitForFinish);
}
}
</script>
</head>
<body onload="main()">
<canvas id="c" width="300" height="300" class="nomargin" style="position:absolute; top:0px; left:0px;"></canvas>
</div>
</body>
</html>