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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Check that the canvas is NOT recomposited after unsucessful draw call</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
<style>
canvas {
border: 1px solid black;
}
.correct {
border: 1px solid black;
background-color: #00ff00;
}
</style>
</head>
<body>
<pre>
This test must be run manually.
This test tests that a canvas is NOT cleared
when a draw call fails.
You should see two <span class="correct">green rectangles</span>
with black outlines on success.
</pre>
<canvas id='c1'></canvas>
<canvas id='c2'></canvas>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
var c1 = document.getElementById("c1");
var c2 = document.getElementById("c2");
var gl1 = wtu.create3DContext(c1);
var gl2 = wtu.create3DContext(c2);
gl1.clearColor(0,1,0,1);
gl1.clear(gl1.COLOR_BUFFER_BIT);
gl2.clearColor(0,1,0,1);
gl2.clear(gl2.COLOR_BUFFER_BIT);
wtu.waitForComposite(gl1, function() {
gl1.drawArrays(gl1.BLEND, 0, 0);
glErrorShouldBe(gl1, gl1.INVALID_ENUM, "no errors");
});
wtu.waitForComposite(gl2, function() {
var buf = gl2.createBuffer();
gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, buf);
gl2.bufferData(gl2.ELEMENT_ARRAY_BUFFER, new Uint8Array(1), gl2.STATIC_DRAW);
gl2.drawElements(gl2.BLEND, 0, gl2.UNSIGNED_SHORT, 0);
glErrorShouldBe(gl2, gl2.INVALID_ENUM, "no errors");
});
</script>
</body>
</html>