<!DOCTYPE html><!-- webkit-test-runner [ UseGPUProcessForWebGLEnabled=true ] -->
<head>
<style>
canvas {
    width: 200px;
    height: 200px;
}
</style>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"> </script>
<script src="resources/webgl-test-utils.js"> </script>
<script>

var wtu = WebGLTestUtils;
var gl;
window.jsTestIsAsync = true;

if (window.initNonKhronosFramework)
    window.initNonKhronosFramework(false);

debug("Checks that a GPU process timeout on a non-result producing WebGL call will lose the context.");
debug("NOTE: This only passes in the test harness because it requires Internals.");
debug("");

async function webGLContextLost(canvas) {
    return new Promise(resolve => canvas.addEventListener("webglcontextlost", resolve));
}

async function runTest() {
    let canvas = document.createElement("canvas");
    canvas.width = 200;
    canvas.height = 200;
    gl = wtu.create3DContext(canvas);
    wtu.setupColorQuad(gl);
    gl.viewport(0, 0, canvas.width, canvas.height);
    gl.clearColor(0.0, 1.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    shouldBeFalse("gl.isContextLost()");
    shouldBe("gl.getError()", "gl.NO_ERROR");
    let webglcontextlost = webGLContextLost(canvas);
    if (window.internals)
        window.internals.simulateEventForWebGLContext("Timeout", gl);
    // We're trying to fill the command buffer with calls after the timeout,
    // so that we test that asynchronous calls cause timeouts too.
    // Use a relatively fast call that still fills up the buffer.
    let callCount = 1000000;
    for (let i = 0; i < callCount; ++i)
        gl.clearColor(1.0, 1.0, 0.0 + i/callCount, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    await webglcontextlost;
    shouldBeTrue("gl.isContextLost()");
    shouldBe("gl.getError()", "gl.CONTEXT_LOST_WEBGL");
    finishTest();
}

runTest();
var successfullyParsed = true;

</script>
<body>
</body>
