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<html>
<head>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"></script>
<script>
var evt;
var canvas;
var context;
var extension;
function createNewCanvas()
{
canvas = document.createElement("canvas");
canvas.width = 1;
canvas.height = 1;
context = WebGLTestUtils.create3DContext(canvas);
extension = context.getExtension("WEBGL_lose_context");
if (!extension) {
debug("Could not find the WEBGL_lose_context extension.");
return;
}
}
function runTest1()
{
if (window.initNonKhronosFramework)
window.initNonKhronosFramework(true);
createNewCanvas();
canvas.addEventListener("webglcontextlost", function(e) {
evt = e;
debug("Test that the event passed to a listener of webglcontextlost is a WebGLContextEvent.")
shouldBe("evt.toString()", "'[object WebGLContextEvent]'");
shouldBe("evt.statusMessage", "''");
// Start the next test when event dispatch has finished.
setTimeout(function() {
runTest2();
}, 0);
}, false);
extension.loseContext();
}
function runTest2()
{
createNewCanvas();
canvas.addEventListener("webglcontextlost", function(e) {
e.preventDefault();
// Restore the context after event dispatch has finished.
setTimeout(function() {
// Because context restoration is specified as being asynchronous, we can not verify
// that the GL error state is empty here.
extension.restoreContext();
}, 0);
}, false);
canvas.addEventListener("webglcontextrestored", function(e) {
evt = e;
shouldBe("context.getError()", "context.NO_ERROR");
debug("Test that the event passed to a listener of webglcontextrestored is a WebGLContextEvent.")
shouldBe("evt.toString()", "'[object WebGLContextEvent]'");
shouldBe("evt.statusMessage", "''");
setTimeout(finish, 0);
}, false);
extension.loseContext();
}
function finish() {
finishJSTest();
}
</script>
</head>
<body onload="runTest1()">
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas">
</body>
</html>
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