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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Canvas.drawingBufferWidth,drawingBufferHeight Conformance Tests</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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description();
debug("");
var gl;
var oldViewport;
function getMaxViewportDimensions() {
// create a fresh canvas. This canvas will be discarded
// after exiting this function.
var canvas = document.createElement("canvas");
gl = wtu.create3DContext(canvas, {antialias: false});
if (!gl) {
testFailed("context does not exist");
return [0, 0];
} else {
testPassed("context exists");
// For a default size canvas these should be equal.
// WebGL contexts are not allowed to change the size of the drawingBuffer
// for things like hi-res displays.
shouldBe('gl.drawingBufferWidth', 'gl.canvas.width');
shouldBe('gl.drawingBufferHeight', 'gl.canvas.height');
return gl.getParameter(gl.MAX_VIEWPORT_DIMS);
}
}
function test(desiredWidth, desiredHeight) {
debug("");
debug("testing canvas width = " + desiredWidth + ", height = " + desiredHeight);
// Make a fresh canvas.
var canvas = document.createElement("canvas");
canvas.width = desiredWidth;
canvas.height = desiredHeight;
// This 'gl' must be global for shouldBe to work.
gl = wtu.create3DContext(canvas, {antialias: false});
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
// Verify these stats didn't change since they come from a different
// context.
shouldBe('gl.getParameter(gl.MAX_VIEWPORT_DIMS)[0]', 'maxSize[0]');
shouldBe('gl.getParameter(gl.MAX_VIEWPORT_DIMS)[1]', 'maxSize[1]');
// check the initial viewport matches the drawingBufferWidth and drawingBufferHeight
shouldBe('gl.getParameter(gl.VIEWPORT)[0]', '0');
shouldBe('gl.getParameter(gl.VIEWPORT)[1]', '0');
shouldBe('gl.getParameter(gl.VIEWPORT)[2]', 'gl.drawingBufferWidth');
shouldBe('gl.getParameter(gl.VIEWPORT)[3]', 'gl.drawingBufferHeight');
debug("");
debug("testing resizing canvas to width = " + desiredWidth + ", height = " + desiredHeight);
oldViewport = gl.getParameter(gl.VIEWPORT);
// flip width and height
canvas.width = desiredHeight;
canvas.height = desiredWidth;
// Verify the viewport didn't change.
shouldBe('gl.getParameter(gl.VIEWPORT)[0]', 'oldViewport[0]');
shouldBe('gl.getParameter(gl.VIEWPORT)[1]', 'oldViewport[1]');
shouldBe('gl.getParameter(gl.VIEWPORT)[2]', 'oldViewport[2]');
shouldBe('gl.getParameter(gl.VIEWPORT)[3]', 'oldViewport[3]');
// fix the viewport
// gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
shouldBe('gl.getError()', 'gl.NO_ERROR');
}
}
var wtu = WebGLTestUtils;
var maxSize = getMaxViewportDimensions();
debug("MAX_VIEWPORT_DIMS: " + maxSize[0] + ", " + maxSize[1]);
shouldBeTrue('maxSize[0] > 0');
shouldBeTrue('maxSize[1] > 0');
// test a small size to make sure it works at all.
test(16, 32);
// Make a canvas slightly larger than the max size WebGL can handle.
// From section 2.2 of the spec the WebGL implementation should allow this to work.
// test a size larger than MAX_VIEWPORT_DIMS in both dimensions
test(maxSize[0] + 32, 8);
debug("")
var successfullyParsed = true;
</script>
<script src="../../resources/js-test-post.js"></script>
</body>
</html>