chromium/third_party/blink/web_tests/fast/webgl/webgl-viewport-parameters-preserved.html

<html>
<head>
<script src="../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"> </script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
description("Checks that painting WebGL contents doesn't pollute the context's viewport state.");

var wtu = WebGLTestUtils;

if (window.testRunner) {
  testRunner.dumpAsText();
  testRunner.waitUntilDone();
}

var canvas;
var context;

function draw() {
  var viewport = context.getParameter(context.VIEWPORT);

  if (!areArraysEqual(viewport, [20, 20, 10, 10])) {
    testFailed(viewport + " should be [20, 20, 10, 10]. Was " + viewport);
  } else {
    testPassed("Viewport not corrupted.");
  }

  if (window.testRunner)
    testRunner.notifyDone();
}

window.onload = function()
{
  if (window.initNonKhronosFramework) {
    window.initNonKhronosFramework(false);
  }

  canvas = document.getElementById("webgl-canvas");
  canvas.width = 50; canvas.height = 50;
  context = create3DContext(canvas);

  context.viewport(20, 20, 10, 10);

  context.clearColor(255, 0, 0, 255);
  context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT);

  // We need to ensure that the compositor has run before the drawing
  // takes place. Setting a timeout of zero causes the compositor to run before
  // the draw call. Using requestAnimationFrame caused the test to time-out.
  setTimeout(draw, 0);
}
</script>
<canvas id="webgl-canvas" width="32px" height="32px"></canvas>
</body>
</html>