blob: 5c03c1106fb4c1b179504bb58d6c83076fbb9bac [file] [log] [blame]
<!DOCTYPE html>
<html>
<head>
<script src="../../resources/testharness.js"></script>
<script src="../../resources/testharnessreport.js"></script>
<script src="./resources/webgl-test-utils-full.js"></script>
</head>
<body>
<script>
var wtu;
var canvas;
var gl;
var extensionName;
var extension;
var buffer;
var framebuffer;
var program;
var renderbuffer;
var shader;
var texture;
var uniformLocation;
var arrayBuffer;
var arrayBufferView
var image;
var video;
var canvas2d;
var ctx2d;
var imageData;
var float32array;
var int32array;
var OES_vertex_array_object;
var vertexArrayObject;
async_test(function(t) {
wtu = WebGLTestUtils;
canvas = new OffscreenCanvas(10, 10);
gl = canvas.getContext('webgl');
// call testValidContext() before checking for the extension, because this is where we check
// for the isContextLost() method, which we want to do regardless of the extension's presence.
testValidContext();
extensionName = wtu.getSupportedExtensionWithKnownPrefixes(gl, "WEBGL_lose_context");
if (!extensionName) {
assert_true(false, "Could not find WEBGL_lose_context extension");
}
extension = gl.getExtension(extensionName);
// need an extension that exposes new API methods.
OES_vertex_array_object = wtu.getExtensionWithKnownPrefixes(gl, "OES_vertex_array_object");
canvas.addEventListener("webglcontextlost", t.step_func_done(function() {
testLostContext();
}));
// We need to initialize |uniformLocation| before losing context.
// Otherwise gl.getUniform() when context is lost will throw.
uniformLocation = gl.getUniformLocation(program, "tex");
loseContext();
}, 'Test that WebGL context loss events can be handled with OffscreenCanvas');
function loseContext()
{
// Note: this will cause the context to be lost, but the
// webglcontextlost event listener to be queued.
extension.loseContext();
}
function compareGLError(glError, evalStr)
{
var exception;
try {
eval(evalStr);
} catch (e) {
exception = e;
}
if (exception) {
assert_true(false, evalStr + " threw exception " + exception);
} else {
assert_equals(gl.getError(), glError);
}
}
function testValidContext()
{
assert_false(gl.isContextLost());
arrayBuffer = new ArrayBuffer(4);
arrayBufferView = new Int8Array(arrayBuffer);
// Generate resources for testing.
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
program = wtu.setupSimpleTextureProgram(gl);
renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
shader = gl.createShader(gl.VERTEX_SHADER);
texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
assert_equals(gl.getError(), gl.NO_ERROR);
// Test is queries that will later be false
compareGLError(gl.NO_ERROR, "gl.enable(gl.BLEND)");
assert_true(gl.isBuffer(buffer));
assert_true(gl.isEnabled(gl.BLEND));
assert_true(gl.isFramebuffer(framebuffer));
assert_true(gl.isProgram(program));
assert_true(gl.isRenderbuffer(renderbuffer));
assert_true(gl.isShader(shader));
assert_true(gl.isTexture(texture));
}
function testLostContext()
{
// Functions with special return values.
assert_true(gl.isContextLost());
assert_equals(gl.getError(), gl.CONTEXT_LOST_WEBGL);
assert_equals(gl.getError(), gl.NO_ERROR);
assert_equals(gl.checkFramebufferStatus(gl.FRAMEBUFFER), gl.FRAMEBUFFER_UNSUPPORTED);
assert_equals(gl.getAttribLocation(program, 'u_modelViewProjMatrix'), -1);
assert_equals(gl.getVertexAttribOffset(0, gl.VERTEX_ATTRIB_ARRAY_POINTER), 0);
// Test the extension itself.
compareGLError(gl.INVALID_OPERATION, "extension.loseContext()");
image = document.createElement("img");
video = document.createElement("video");
canvas2d = document.createElement("canvas");
ctx2d = canvas2d.getContext("2d");
imageData = ctx2d.createImageData(1, 1);
float32array = new Float32Array(1);
int32array = new Int32Array(1);
// Test a set of functions that should not generate any GL error
compareGLError(gl.NO_ERROR, "gl.activeTexture(gl.TEXTURE0)");
compareGLError(gl.NO_ERROR, "gl.attachShader(program, shader)");
compareGLError(gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer)");
compareGLError(gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer)");
compareGLError(gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer)");
compareGLError(gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, texture)");
compareGLError(gl.NO_ERROR, "gl.blendColor(1.0, 1.0, 1.0, 1.0)");
compareGLError(gl.NO_ERROR, "gl.blendEquation(gl.FUNC_ADD)");
compareGLError(gl.NO_ERROR, "gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD)");
compareGLError(gl.NO_ERROR, "gl.blendFunc(gl.ONE, gl.ONE)");
compareGLError(gl.NO_ERROR, "gl.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE)");
compareGLError(gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, 0, gl.STATIC_DRAW)");
compareGLError(gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, arrayBufferView, gl.STATIC_DRAW)");
compareGLError(gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, arrayBuffer, gl.STATIC_DRAW)");
compareGLError(gl.NO_ERROR, "gl.bufferSubData(gl.ARRAY_BUFFRE, 0, arrayBufferView)");
compareGLError(gl.NO_ERROR, "gl.bufferSubData(gl.ARRAY_BUFFRE, 0, arrayBuffer)");
compareGLError(gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)");
compareGLError(gl.NO_ERROR, "gl.clearColor(1, 1, 1, 1)");
compareGLError(gl.NO_ERROR, "gl.clearDepth(1)");
compareGLError(gl.NO_ERROR, "gl.clearStencil(0)");
compareGLError(gl.NO_ERROR, "gl.colorMask(1, 1, 1, 1)");
compareGLError(gl.NO_ERROR, "gl.compileShader(shader)");
compareGLError(gl.NO_ERROR, "gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 0, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.cullFace(gl.FRONT)");
compareGLError(gl.NO_ERROR, "gl.deleteBuffer(buffer)");
compareGLError(gl.NO_ERROR, "gl.deleteFramebuffer(framebuffer)");
compareGLError(gl.NO_ERROR, "gl.deleteProgram(program)");
compareGLError(gl.NO_ERROR, "gl.deleteRenderbuffer(renderbuffer)");
compareGLError(gl.NO_ERROR, "gl.deleteShader(shader)");
compareGLError(gl.NO_ERROR, "gl.deleteTexture(texture)");
compareGLError(gl.NO_ERROR, "gl.depthFunc(gl.NEVER)");
compareGLError(gl.NO_ERROR, "gl.depthMask(0)");
compareGLError(gl.NO_ERROR, "gl.depthRange(0, 1)");
compareGLError(gl.NO_ERROR, "gl.detachShader(program, shader)");
compareGLError(gl.NO_ERROR, "gl.disable(gl.BLEND)");
compareGLError(gl.NO_ERROR, "gl.disableVertexAttribArray(0)");
compareGLError(gl.NO_ERROR, "gl.drawArrays(gl.POINTS, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.drawElements(gl.POINTS, 0, gl.UNSIGNED_SHORT, 0)");
compareGLError(gl.NO_ERROR, "gl.enable(gl.BLEND)");
compareGLError(gl.NO_ERROR, "gl.enableVertexAttribArray(0)");
compareGLError(gl.NO_ERROR, "gl.finish()");
compareGLError(gl.NO_ERROR, "gl.flush()");
compareGLError(gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, renderbuffer)");
compareGLError(gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)");
compareGLError(gl.NO_ERROR, "gl.frontFace(gl.CW)");
compareGLError(gl.NO_ERROR, "gl.generateMipmap(gl.TEXTURE_2D)");
compareGLError(gl.NO_ERROR, "gl.hint(gl.GENERATE_MIPMAP_HINT, gl.FASTEST)");
compareGLError(gl.NO_ERROR, "gl.lineWidth(0)");
compareGLError(gl.NO_ERROR, "gl.linkProgram(program)");
compareGLError(gl.NO_ERROR, "gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0)");
compareGLError(gl.NO_ERROR, "gl.polygonOffset(0, 0)");
compareGLError(gl.NO_ERROR, "gl.readPixels(0, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)");
compareGLError(gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.sampleCoverage(0, 0)");
compareGLError(gl.NO_ERROR, "gl.scissor(0, 0, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.shaderSource(shader, '')");
compareGLError(gl.NO_ERROR, "gl.stencilFunc(gl.NEVER, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.stencilFuncSeparate(gl.FRONT, gl.NEVER, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.stencilMask(0)");
compareGLError(gl.NO_ERROR, "gl.stencilMaskSeparate(gl.FRONT, 0)");
compareGLError(gl.NO_ERROR, "gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP)");
compareGLError(gl.NO_ERROR, "gl.stencilOpSeparate(gl.FRONT, gl.KEEP, gl.KEEP, gl.KEEP)");
compareGLError(gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)");
compareGLError(gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imageData)");
compareGLError(gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image)");
compareGLError(gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d)");
compareGLError(gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, video)");
compareGLError(gl.NO_ERROR, "gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)");
compareGLError(gl.NO_ERROR, "gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)");
compareGLError(gl.NO_ERROR, "gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)");
compareGLError(gl.NO_ERROR, "gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData)");
compareGLError(gl.NO_ERROR, "gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image)");
compareGLError(gl.NO_ERROR, "gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, canvas2d)");
compareGLError(gl.NO_ERROR, "gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, video)");
compareGLError(gl.NO_ERROR, "gl.uniform1f(uniformLocation, 0)");
compareGLError(gl.NO_ERROR, "gl.uniform1fv(uniformLocation, float32array)");
compareGLError(gl.NO_ERROR, "gl.uniform1fv(uniformLocation, [0])");
compareGLError(gl.NO_ERROR, "gl.uniform1i(uniformLocation, 0)");
compareGLError(gl.NO_ERROR, "gl.uniform1iv(uniformLocation, int32array)");
compareGLError(gl.NO_ERROR, "gl.uniform1iv(uniformLocation, [0])");
compareGLError(gl.NO_ERROR, "gl.uniform2f(uniformLocation, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.uniform2fv(uniformLocation, float32array)");
compareGLError(gl.NO_ERROR, "gl.uniform2fv(uniformLocation, [0, 0])");
compareGLError(gl.NO_ERROR, "gl.uniform2i(uniformLocation, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.uniform2iv(uniformLocation, int32array)");
compareGLError(gl.NO_ERROR, "gl.uniform2iv(uniformLocation, [0, 0])");
compareGLError(gl.NO_ERROR, "gl.uniform3f(uniformLocation, 0, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.uniform3fv(uniformLocation, float32array)");
compareGLError(gl.NO_ERROR, "gl.uniform3fv(uniformLocation, [0, 0, 0])");
compareGLError(gl.NO_ERROR, "gl.uniform3i(uniformLocation, 0, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.uniform3iv(uniformLocation, int32array)");
compareGLError(gl.NO_ERROR, "gl.uniform3iv(uniformLocation, [0, 0, 0])");
compareGLError(gl.NO_ERROR, "gl.uniform4f(uniformLocation, 0, 0, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.uniform4fv(uniformLocation, float32array)");
compareGLError(gl.NO_ERROR, "gl.uniform4fv(uniformLocation, [0, 0, 0, 0])");
compareGLError(gl.NO_ERROR, "gl.uniform4i(uniformLocation, 0, 0, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.uniform4iv(uniformLocation, int32array)");
compareGLError(gl.NO_ERROR, "gl.uniform4iv(uniformLocation, [0, 0, 0, 0])");
compareGLError(gl.NO_ERROR, "gl.uniformMatrix2fv(uniformLocation, false, float32array)");
compareGLError(gl.NO_ERROR, "gl.uniformMatrix2fv(uniformLocation, false, [0, 0, 0, 0])");
compareGLError(gl.NO_ERROR, "gl.uniformMatrix3fv(uniformLocation, false, float32array)");
compareGLError(gl.NO_ERROR, "gl.uniformMatrix3fv(uniformLocation, false, [0, 0, 0, 0, 0, 0, 0, 0, 0])");
compareGLError(gl.NO_ERROR, "gl.uniformMatrix4fv(uniformLocation, false, float32array)");
compareGLError(gl.NO_ERROR, "gl.uniformMatrix4fv(uniformLocation, false, [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0])");
compareGLError(gl.NO_ERROR, "gl.useProgram(program)");
compareGLError(gl.NO_ERROR, "gl.validateProgram(program)");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib1f(0, 0)");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib1fv(0, float32array)");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib1fv(0, [0])");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib2f(0, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib2fv(0, float32array)");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib2fv(0, [0, 0])");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib3f(0, 0, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib3fv(0, float32array)");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib3fv(0, [0, 0, 0])");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib4f(0, 0, 0, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib4fv(0, float32array)");
compareGLError(gl.NO_ERROR, "gl.vertexAttrib4fv(0, [0, 0, 0, 0])");
compareGLError(gl.NO_ERROR, "gl.vertexAttribPointer(0, 0, gl.FLOAT, false, 0, 0)");
compareGLError(gl.NO_ERROR, "gl.viewport(0, 0, 0, 0)");
// Test a set of functions that should return null
assert_equals(gl.createBuffer(), null);
assert_equals(gl.createFramebuffer(), null);
assert_equals(gl.createProgram(), null);
assert_equals(gl.createRenderbuffer(), null);
assert_equals(gl.createShader(gl.GL_VERTEX_SHADER), null);
assert_equals(gl.createTexture(), null);
assert_equals(gl.getActiveAttrib(program, 0), null);
assert_equals(gl.getActiveUniform(program, 0), null);
assert_equals(gl.getAttachedShaders(program), null);
assert_equals(gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE), null);
assert_equals(gl.getContextAttributes(), null);
assert_equals(gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME), null);
assert_equals(gl.getParameter(gl.CURRENT_PROGRAM), null);
assert_equals(gl.getProgramInfoLog(program), null);
assert_equals(gl.getProgramParameter(program, gl.LINK_STATUS), null);
assert_equals(gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH), null);
assert_equals(gl.getShaderInfoLog(shader), null);
assert_equals(gl.getShaderParameter(shader, gl.SHADER_TYPE), null);
assert_equals(gl.getShaderSource(shader), null);
assert_equals(gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S), null);
assert_equals(gl.getUniform(program, uniformLocation), null);
assert_equals(gl.getUniformLocation(program, 'vPosition'), null);
assert_equals(gl.getVertexAttrib(0, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING), null);
assert_equals(gl.getSupportedExtensions(), null);
assert_equals(eval("gl.getExtension('" + extensionName + "')"), null);
// "Is" queries should all return false.
assert_false(gl.isBuffer(buffer));
assert_false(gl.isEnabled(gl.BLEND));
assert_false(gl.isFramebuffer(framebuffer));
assert_false(gl.isProgram(program));
assert_false(gl.isRenderbuffer(renderbuffer));
assert_false(gl.isShader(shader));
assert_false(gl.isTexture(texture));
assert_equals(gl.getError(), gl.NO_ERROR);
// test extensions
if (OES_vertex_array_object) {
compareGLError(gl.NO_ERROR, "OES_vertex_array_object.bindVertexArrayOES(vertexArrayObject)");
compareGLError(gl.NO_ERROR, "OES_vertex_array_object.isVertexArrayOES(vertexArrayObject)");
compareGLError(gl.NO_ERROR, "OES_vertex_array_object.deleteVertexArrayOES(vertexArrayObject)");
assert_equals(OES_vertex_array_object.createVertexArrayOES(), null);
}
}
</script>
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</html>