3 <!-- READ BEFORE UPDATING:
4 If this test is updated make sure to increment the "revision" value of the
5 associated test in content/test/gpu/page_sets/pixel_tests.py. This will ensure
6 that the baseline images are regenerated on the next run.
11 <title>WebGL Test: Green Triangle over Black Background</title>
12 <style type="text/css">
18 <script id="shader-vs" type="x-shader/x-vertex">
22 gl_Position = vec4(pos, 1.0);
26 <script id="shader-fs" type="x-shader/x-fragment">
27 precision mediump float;
30 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
35 var g_swapsBeforeAck = 15;
40 var canvas = document.getElementById("c");
42 if (gl && setup(gl)) {
45 domAutomationController.setAutomationId(1);
46 domAutomationController.send("FAILURE");
50 function drawSomeFrames()
52 if (g_swapsBeforeAck == 0) {
53 domAutomationController.setAutomationId(1);
54 domAutomationController.send("SUCCESS");
58 window.webkitRequestAnimationFrame(drawSomeFrames);
62 function initGL(canvas)
66 gl = canvas.getContext("experimental-webgl");
70 gl = canvas.getContext("webgl");
76 function setupShader(gl, source, type) {
77 var shader = gl.createShader(type);
78 gl.shaderSource(shader, source);
79 gl.compileShader(shader);
80 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
85 function setupProgram(gl, vs_id, fs_id) {
86 var vs_node = document.getElementById(vs_id);
87 var fs_node = document.getElementById(fs_id);
88 if (!vs_node || !fs_node)
90 var vs = setupShader(gl, vs_node.text, gl.VERTEX_SHADER);
91 var fs = setupShader(gl, fs_node.text, gl.FRAGMENT_SHADER);
94 var program = gl.createProgram();
95 gl.attachShader(program, vs);
96 gl.attachShader(program, fs);
97 gl.linkProgram(program);
98 if (!gl.getProgramParameter(program, gl.LINK_STATUS))
100 gl.useProgram(program);
104 function setupBuffer(gl) {
105 var buffer = gl.createBuffer();
106 gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
108 0.0, 0.6, 0.0, // Vertex 1 position
109 -0.6, -0.6, 0.0, // Vertex 2 position
110 0.6, -0.6, 0.0, // Vertex 3 position
112 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
116 var program = setupProgram(gl, "shader-vs", "shader-fs");
119 var posAttr = gl.getAttribLocation(program, "pos");
120 gl.enableVertexAttribArray(posAttr);
122 var stride = 3 * Float32Array.BYTES_PER_ELEMENT;
123 gl.vertexAttribPointer(posAttr, 3, gl.FLOAT, false, stride, 0);
124 gl.clearColor(0.0, 0.0, 0.0, 0.0);
125 gl.viewport(0, 0, 200, 200);
126 gl.disable(gl.DEPTH_TEST);
127 if (gl.getError() != gl.NO_ERROR)
133 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
134 gl.drawArrays(gl.TRIANGLES, 0, 3);
138 <body onload="main()">
139 <div style="position:relative; width:200px; height:200px; background-color:black"></div>
140 <div style="position:absolute; top:0px; left:0px">
141 <canvas id="c" width="200" height="200" class="nomargin"></canvas>