blob: 38fd2430e686bb1ac3547a08efd60ae8aa0c9005 [file] [log] [blame]
<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>