1
    2
    3
    4
    5
    6
    7
    8
    9
   10
   11
   12
   13
   14
   15
   16
   17
   18
   19
   20
   21
   22
   23
   24
   25
   26
   27
   28
   29
   30
   31
   32
   33
   34
   35
   36
   37
   38
   39
   40
   41
   42
   43
   44
   45
   46
   47
   48
   49
   50
   51
   52
   53
   54
   55
   56
   57
   58
   59
   60
   61
   62
   63
   64
   65
   66
   67
   68
   69
   70
   71
   72
   73
   74
   75
   76
   77
   78
   79
   80
   81
   82
   83
   84
   85
   86
   87
   88
   89
   90
   91
   92
   93
   94
   95
   96
   97
   98
   99
  100
  101
  102
  103
  104
  105
  106
  107
  108
  109
  110
  111
  112
  113
  114
  115
  116
  117
  118
  119
  120
  121
  122
  123
  124
  125
  126
  127
  128
  129
  130
  131
  132
  133
  134
  135
  136
  137
  138
  139
  140
  141
  142
  143
  144
  145
  146
  147
  148
  149
  150
  151
  152
  153
  154
  155
  156
  157
  158
  159
  160
  161
  162
  163
  164
  165
  166
  167
  168

content / test / data / gpu / webgl.html [blame]

<html>
<head>
<script type="text/javascript">
var canvas;
var w, h;
var gl;
var extension;

function testHorizontalBands() {
  gl.enable(gl.SCISSOR_TEST);

  gl.clearColor(1, 0, 0, 1);
  gl.scissor(0, 0, w, h/2);
  gl.clear(gl.COLOR_BUFFER_BIT);

  gl.clearColor(0, 1, 0, 1);
  gl.scissor(0, h/2, w, h/2);
  gl.clear(gl.COLOR_BUFFER_BIT);

  gl.disable(gl.SCISSOR_TEST);

  var size = w * h * 4;
  var array = new Uint8Array(size);
  gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, array);

  return array[0] == 255 && array[1] == 0 &&
      array[size - 4] == 0 && array[size - 3] == 255;
}

function testContextLost(e) {
  e.preventDefault();
  if (extension) {
    setTimeout(function() {
      extension.restoreContext();
      extension = null;
    }, 0);
  }
}

function testContextRestored() {
  gl = canvas.getContext("experimental-webgl");
  if (!gl || gl.isContextLost()) {
    // Might just be blocked because of infobar.
    return;
  }
  gl.clearColor(0, 0, 1, 1);
  gl.clear(gl.COLOR_BUFFER_BIT);

  var a = new Uint8Array(w * h * 4);
  gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, a);

  if (a[0] == 0 && a[1] == 0 && a[2] == 255)
    window.domAutomationController.send("SUCCESS");
  else
    window.domAutomationController.send("FAILED");
}

function testQuantityLoss() {
  var count = 0;
  var iterations = 128;
  var garbageCanvases = [];

  function createAndDiscardContext() {
    count++;

    var c = document.createElement("canvas");
    c.width = 1;
    c.height = 1;
    garbageCanvases.push(c);

    var ctx = c.getContext("experimental-webgl");
    if (!ctx) {
      console.log("Failed to fetch WebGL context number " + count);
      window.domAutomationController.send("LOADED");
      window.domAutomationController.send("FAILED");
      return false;
    }
    ctx.clear(gl.COLOR_BUFFER_BIT);

    if (count < iterations) {
      window.requestAnimationFrame(createAndDiscardContext);
    } else {
      // Remove the references to the garbage canvases, then attempt to trigger
      // a garbage collect.
      garbageCanvases = null;

      window.domAutomationController.send("LOADED");

      // Trying to provoke garbage collection through excessive allocations.
      setInterval(function() {
        var garbageArray = new Uint8Array(1024 * 1024);
        garbageArray[0] = 255;
      }, 10);
    }
  };

  createAndDiscardContext();
}

function getLoseContextExtension()
{
    return gl.getExtension("WEBKIT_WEBGL_lose_context") ||
           gl.getExtension("WEBGL_lose_context");
}

function loseContextUsingExtension()
{
    getLoseContextExtension().loseContext();
    // Report success at the next frame to give the compositor a chance to draw
    // using the lost context.
    window.requestAnimationFrame(function() {
        window.domAutomationController.send("SUCCESS");
    });
}

function contextLostTest(kind)
{
  switch (kind) {
    case "WEBGL_lose_context": {
      extension = getLoseContextExtension();
      extension.loseContext();
      break;
    }
    case "kill":
      // nothing -- the browser test navigates to about:gpucrash and kills
      // the GPU process.
      break;
    case "kill_after_notification":
      // The browser test waits for notification from the page that it
      // has been loaded before navigating to about:gpucrash.
      window.domAutomationController.send("LOADED");
      break;
    case "forced_quantity_loss":
      // Test creates many new contexts, forcing the original context to be
      // lost. Then a garbage collect is triggered and the original context is
      // watched to ensure it restores properly.
      testQuantityLoss();
      break;
  }
}

function onLoad() {
  canvas = document.getElementById("canvas1");
  w = canvas.width;
  h = canvas.height;
  if (!canvas)
    return;
  canvas.addEventListener("webglcontextlost", testContextLost, false);
  canvas.addEventListener("webglcontextrestored", testContextRestored, false);

  gl = canvas.getContext("experimental-webgl");
  if (!gl)
    return;

  if (!testHorizontalBands())
    return;

  const query = new URLSearchParams(window.location.search).get('query');
    if (query)
      contextLostTest(query);
}
</script>
</head>
<body onload="onLoad()">
<canvas id="canvas1" width="16px" height="32px">
</canvas>
</body>
</html>