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