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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL2 specific sync object behaviors</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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
description("This test checks WebGL2 specific sync object behaviors");

debug("");
debug("Canvas.getContext");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas", null, 2);
var sync = null;

if (!gl) {
  testFailed("context does not exist");
} else {
  testPassed("context exists");

  debug("");
  shouldBe("gl.TIMEOUT_IGNORED", "-1");
  shouldBe("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL", "0x9247");
  var max = gl.getParameter(gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL);
  debug("Querying gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL");
  shouldBe("gl.getError()", "gl.NO_ERROR");
  debug("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL returns " + max + "ns");
  if (max < 0) {
    testFailed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL < 0");
  } else if (max > 1000 * 1000 * 1000) {
    // This is not demanded by the WebGL2 spec, but anything larger than 1000ms
    // is bad idea and no implementation should allow it.
    testFailed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL should not exceed 1000ms");
  } else {
    testPassed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL returns a valid value");
  }
  sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
  shouldBeNonNull("sync");
  shouldBe("gl.getError()", "gl.NO_ERROR");
  gl.clientWaitSync(sync, 0, max);
  shouldBe("gl.getError()", "gl.NO_ERROR");
  gl.clientWaitSync(sync, 0, max + 1);
  shouldBe("gl.getError()", "gl.INVALID_OPERATION");
}

debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>
