| <!DOCTYPE HTML> |
| |
| <html> |
| <head> |
| <title>WebGL Sad Canvas Test</title> |
| <style type="text/css"> |
| .nomargin { |
| margin: 0px auto; |
| } |
| </style> |
| |
| <script> |
| function sendResult(status, detail) { |
| console.log(detail); |
| if (window.domAutomationController) { |
| window.domAutomationController.send(status); |
| } else { |
| console.log(status); |
| } |
| } |
| |
| // This test kills the GPU process, which takes some time to recover, |
| // so give it a few seconds before proceeding. |
| var numFramesBeforeEnd = 180; |
| |
| function main() { |
| var canvas = document.getElementById("c"); |
| var gl = canvas.getContext('webgl'); |
| if (!gl) { |
| sendResult("FAILURE", "WebGL context not supported"); |
| return; |
| } |
| |
| canvas.addEventListener('webglcontextlost', contextLostHandler, false); |
| |
| // Clear the canvas to red. The harness will then crash the GPU |
| // process for us, causing the canvas to be drawn as a "sad canvas". |
| // Ensure this mechanism is working correctly. |
| |
| gl.clearColor(1.0, 0.0, 0.0, 1.0); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| |
| // Sending READY will make the GPU crash. |
| sendResult("READY"); |
| } |
| |
| function contextLostHandler(e) |
| { |
| waitForFinish(); |
| } |
| |
| function waitForFinish() |
| { |
| if (--numFramesBeforeEnd == 0) { |
| sendResult("SUCCESS", "Test complete"); |
| } else { |
| window.requestAnimationFrame(waitForFinish); |
| } |
| } |
| </script> |
| </head> |
| <body onload="main()"> |
| <canvas id="c" width="300" height="300" class="nomargin" style="position:absolute; top:0px; left:0px;"></canvas> |
| </div> |
| </body> |
| </html> |