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content / test / data / gpu / webgl-domain-unblocking.html [blame]

<html>
<head>
<script type="text/javascript">
var gl;
var contextLostReceived = false;
var contextRestored = false;
var numContextLosses = 0;

function sendToAutomationController(msg) {
  if (window.domAutomationController) {
    window.domAutomationController.send(msg);
  }
  console.log(msg);
}

function init()
{
  var canvas = document.getElementById('c');
  canvas.addEventListener('webglcontextlost', function(e) {
    e.preventDefault();
    ++numContextLosses;
    // This bakes in knowledge that GpuDataManagerImplPrivate blocks
    // WebGL contexts from restoration after two context losses on the
    // same domain.

    if (numContextLosses > 1) {
      // Make 100% sure that we can't fetch a WebGL context at this point.
      var c2 = document.getElementById('c2');
      if (c2.getContext('webgl') != null) {
        sendToAutomationController("FAILED");
        console.log('TEST FAILED - WebGL should have been blocked');
      }
    }
    window.contextLostReceived = true;
    window.contextRestored = false;
  }, false);
  canvas.addEventListener('webglcontextrestored', function(e) {
    e.preventDefault();
    window.contextLostReceived = false;
    window.contextRestored = true;
  }, false);
  gl = canvas.getContext('webgl');
  if (gl) {
    sendToAutomationController("SUCCESS");
  } else {
    sendToAutomationController("FAILED");
    console.log('TEST FAILED - WebGL should not have been blocked yet');
  }
  sendToAutomationController("LOADED");
}
</script>
</head>
<body bgcolor="lightgray" onload="init()">
<canvas id="c" width="400" height="300" style="border-width: 1px; border-style: solid;"></canvas>
<canvas id="c2" width="400" height="300" style="border-width: 1px; border-style: solid;"></canvas>
</body>
</html>