gecko-dev/content/canvas/test/reftest/webgl-disable-test.html

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<!DOCTYPE html>
<html>
<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 onLoad() {
var canvas = document.getElementById("canvas");
var gl = initGL(canvas);
if (gl)
renderGL(gl);
else
renderBackup(canvas);
}
</script>
</head>
<body onload="onLoad();">
<canvas id="canvas" width="256" height="256"></canvas>
</body>
</html>