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Test Info: Warnings

<!DOCTYPE html>↩
<html class="reftest-wait">↩
<head>↩
<meta charset="UTF-8">↩
<script type="text/javascript" src="webgl-utils.js"></script>↩
<script type="text/javascript">↩
/* Disable Test↩
*↩
* If we succeed in getting a WebGL context, we will fill↩
* the canvas with red. If we fail to acquire a WebGL context,↩
* we will use Canvas2D to instead fill it with green.↩
*↩
* Note that this test differs from the others in that↩
* it will draw differently if it receives a WebGL context.↩
* Other tests are designed to fallback silently to Canvas2D.↩
*↩
* We use this test to assure that when we disable WebGL,↩
* WebGL does not function. This is trivially true for systems↩
* that don't support WebGL. This test is not viable for testing↩
* that WebGL works, as blocklisted systems will always draw green.↩
*/
"use strict";↩
function renderGL(gl) {↩
gl.clearColor(1.0, 0.0, 0.0, 1.0);↩
gl.clear(gl.COLOR_BUFFER_BIT);↩
gl.finish();↩
}↩
function renderBackup(canvas) {↩
var context = canvas.getContext("2d");↩
context.fillStyle = "rgba(0, 255, 0, 1.0)";↩
context.fillRect(0, 0, 256, 256);↩
}↩
function runTest() {↩
var canvas = document.getElementById("canvas");↩
var gl = initGL(canvas);↩
if (gl)↩
renderGL(gl);↩
else
renderBackup(canvas);↩
waitForComposite(testComplete);↩
}↩
function testComplete() {↩
document.documentElement.removeAttribute("class");↩
}↩
</script>↩
</head>↩
<body onload="rAF(runTest);">↩
<canvas id="canvas" width="256" height="256"></canvas>↩
</body>↩
</html>↩