gecko-dev/gfx/tests/crashtests/1501518.html

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HTML

<!DOCTYPE html>
<!-- Add a few levels of blur to put as at an earlier render pass than the rest of the browser UI.
We then trigger a render pass with a larger border and a small rectangle. The border gets drawn
in this pass because it goes into the texture cache, and the rectangle gets drawn in this pass
because it gets an additional blur. A large item drawn to the texture cache in a pass where
the other objects are small will trigger the allocation of a render target that's smaller than
the large item, which is fine but triggered a panic before this bug was fixed.
-->
<div style="filter: blur(1px);">
<div style="filter: blur(1px);">
<div style="filter: blur(1px);">
<div style="background: green; height: 50px; width: 1000px; border: 10px dotted black;"></div>
<div style="background: blue; height: 50px; width: 50px; filter: blur(1px);"</div>
</div>
</div>
</div>