<html>
<head>
<script type="text/javascript">
let canvas;
let gl;
let c2d;
let msrb;
let contextLost = false;
function send(str) {
if (window.domAutomationController) {
window.domAutomationController.send(str);
} else {
console.log(str);
}
}
function animate() {
if (!contextLost) {
gl.clearColor(0, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
}
// Draw the WebGL canvas to the 2D canvas regardless of whether the
// WebGL context has been lost.
c2d.drawImage(canvas, 0, 0);
requestAnimationFrame(animate);
}
function onLoad() {
canvas = document.getElementById("canvas1");
canvas.addEventListener('webglcontextlost', function(e) {
console.log('Context lost');
e.preventDefault();
contextLost = true;
}, false);
canvas.addEventListener('webglcontextrestored', function(e) {
contextLost = false;
send("SUCCESS");
}, false);
gl = canvas.getContext('webgl2', {powerPreference: "low-power"});
msrb = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, msrb);
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 2, gl.RGBA8, 16, 16);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
let err = gl.getError();
if (err != 0) {
console.log("Error " + err + " allocating multisampled renderbuffer");
send("FAILED");
return;
}
// Fetch the 2D rendering context.
let canvas2d = document.getElementById("canvas2d");
c2d = canvas2d.getContext('2d');
// Must draw to the WebGL canvas in order for the GPU switch to be detected.
requestAnimationFrame(animate);
// Wait a second before telling the harness to switch to the high-performance GPU.
setTimeout(() => { send("LOADED"); }, 1000);
}
function runTest() {
let c2 = document.getElementById("canvas2");
let gl = c2.getContext('webgl2', {powerPreference: "high-performance"});
}
</script>
</head>
<body onload="onLoad()">
<canvas id="canvas1" width="16px" height="16px"></canvas>
<canvas id="canvas2" width="16px" height="16px"></canvas>
<canvas id="canvas2d" width="16px" height="16px"></canvas>
</body>
</html>