<!DOCTYPE html> <html class="reftest-wait"> <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 runTest() { var canvas = document.getElementById("canvas"); var gl = initGL(canvas); if (gl) renderGL(gl); else renderBackup(canvas); waitForComposite(testComplete); } function testComplete() { document.documentElement.removeAttribute("class"); } </script> </head> <body onload="rAF(runTest);"> <canvas id="canvas" width="256" height="256"></canvas> </body> </html>