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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Check that the canvas is NOT recomposited after calling readPixels</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/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
and recomposited after calling readPixels.
You should see a <span class="correct">green rectangle</span>
with black a outline on success.
</pre>
<canvas id='c'></canvas>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
var c = document.getElementById("c");
var gl = wtu.create3DContext(c);
gl.clearColor(0,1,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.waitForComposite(function() {
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors");
});
</script>
</body>
</html>