blob: abfcb5df31c6a9947f991ce2d7217e7362b0c311 [file] [edit]
<html>
<head>
<meta charset="utf-8">
<title>WebGL Canvas to Context2D Canvas Flicker Test</title>
<link rel="stylesheet" href="resources/webgl_test_files/resources/js-test-style.css"/>
<script src="resources/webgl_test_files//js/js-test-pre.js"></script>
<script src="resources/webgl_test_files//js/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("Verifies that drawing a WebGL canvas to a 2D canvas captures the WebGL contents at draw time, even when the WebGL drawing buffer is mutated afterwards.");
var wtu = WebGLTestUtils;
var canvas2d = document.createElement("canvas");
canvas2d.width = 3000;
canvas2d.height = 3000;
var ctx2d = canvas2d.getContext("2d");
var hadFailures = false;
var iterations = 20;
var expected = [0, 255, 0, 255];
function checkColumnIsGreen(label, i) {
var column = ctx2d.getImageData(0, 0, 1, canvas2d.height);
for (var y = 0; y < canvas2d.height; y++) {
var pixel = column.data.subarray(y * 4, y * 4 + 4);
if (!expected.every((v, i) => pixel[i] === v)) {
testFailed(`${label} iteration ${i}: row ${y} at x=0 was [${Array.from(pixel).join(', ')}], expected [${expected.join(', ')}]`);
hadFailures = true;
return;
}
}
}
debug("HTMLCanvasElement WebGL drawn into 2D canvas via drawImage:");
var canvasWebGL = document.createElement("canvas");
canvasWebGL.width = canvas2d.width;
canvasWebGL.height = canvas2d.height;
var gl = canvasWebGL.getContext("webgl2", {antialias: false});
for (let i = 0; i < iterations; i++) {
gl.clearColor(0, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
ctx2d.clearRect(0, 0, canvas2d.width, canvas2d.height);
ctx2d.drawImage(canvasWebGL, 0, 0);
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.flush(); // Flush the above clear. It shouldn't appear in the 2d context.
checkColumnIsGreen("drawImage", i);
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
if (!hadFailures)
testPassed("No failures HTMLCanvasElement");
hadFailures = false;
debug("OffscreenCanvas WebGL transferred to ImageBitmap, then drawn into 2D canvas:");
var offscreenWebGL = new OffscreenCanvas(canvas2d.width, canvas2d.height);
gl = offscreenWebGL.getContext("webgl", {antialias: false});
for (let i = 0; i < iterations; i++) {
gl.clearColor(0, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
let bitmap = offscreenWebGL.transferToImageBitmap();
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.flush(); // Flush the above clear. It shouldn't appear in the transferred ImageBitmap.
ctx2d.clearRect(0, 0, canvas2d.width, canvas2d.height);
ctx2d.drawImage(bitmap, 0, 0);
checkColumnIsGreen("transferToImageBitmap", i);
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
if (!hadFailures)
testPassed("No failures OffscreenCanvas");
debug("");
finishTest();
</script>
</body>
</html>