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Test Info:

<!DOCTYPE HTML>
<html>
<head>
<script type="application/javascript" src="pc.js"></script>
<script type="application/javascript" src="/tests/dom/canvas/test/captureStream_common.js"></script>
<script type="application/javascript" src="/tests/dom/canvas/test/webgl-mochitest/webgl-util.js"></script>
</head>
<body>
<pre id="test">
<script id="v-shader" type="x-shader/x-vertex">
attribute vec2 aPosition;
void main() {
gl_Position = vec4(aPosition, 0, 1);
}
</script>
<script id="f-shader" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 uColor;
void main() { gl_FragColor = uColor; }
</script>
<script type="application/javascript">
createHTML({
bug: "1032848",
title: "Canvas(WebGL)::CaptureStream as video-only input to peerconnection"
});
runNetworkTest(async () => {
// [TODO] re-enable HW decoder after bug 1526207 is fixed.
if (navigator.userAgent.includes("Android")) {
await pushPrefs(["media.navigator.mediadatadecoder_vpx_enabled", false],
["media.webrtc.hw.h264.enabled", false]);
}
var test = new PeerConnectionTest();
var vremote;
var h = new CaptureStreamTestHelperWebGL();
var canvas = document.createElement('canvas');
canvas.id = 'source_canvas';
canvas.width = canvas.height = 16;
canvas.style.display = 'none';
document.getElementById('content').appendChild(canvas);
var gl = canvas.getContext('webgl');
if (!gl) {
todo(false, "WebGL unavailable.");
networkTestFinished();
return;
}
test.setMediaConstraints([{video: true}], []);
test.chain.replace("PC_LOCAL_GUM", [
function WEBGL_SETUP(test) {
var program = WebGLUtil.createProgramByIds(gl, 'v-shader', 'f-shader');
if (!program) {
ok(false, "Program should link");
return Promise.reject("Program should link");
}
gl.useProgram(program);
var uColorLocation = gl.getUniformLocation(program, "uColor");
h.setFragmentColorLocation(uColorLocation);
var squareBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareBuffer);
var vertices = [ 0, 0,
-1, 0,
0, 1,
-1, 1 ];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareBuffer.itemSize = 2;
squareBuffer.numItems = 4;
program.aPosition = gl.getAttribLocation(program, "aPosition");
gl.enableVertexAttribArray(program.aPosition);
gl.vertexAttribPointer(program.aPosition, squareBuffer.itemSize, gl.FLOAT, false, 0, 0);
},
function PC_LOCAL_CANVAS_CAPTURESTREAM(test) {
h.drawColor(canvas, h.green);
test.pcLocal.canvasStream = canvas.captureStream(0.0);
is(test.pcLocal.canvasStream.canvas, canvas, "Canvas attribute is correct");
test.pcLocal.attachLocalStream(test.pcLocal.canvasStream);
var i = 0;
return setInterval(function() {
try {
info("draw " + i ? "green" : "red");
h.drawColor(canvas, i ? h.green : h.red);
i = 1 - i;
test.pcLocal.canvasStream.requestFrame();
} catch (e) {
// ignore; stream might have shut down, and we don't bother clearing
// the setInterval.
}
}, 500);
}
]);
test.chain.append([
function FIND_REMOTE_VIDEO() {
vremote = test.pcRemote.remoteMediaElements[0];
ok(!!vremote, "Should have remote video element for pcRemote");
},
function WAIT_FOR_REMOTE_GREEN() {
return h.pixelMustBecome(vremote, h.green, {
threshold: 128,
infoString: "pcRemote's remote should become green",
});
},
function REQUEST_FRAME(test) {
// After requesting a frame it will be captured at the time of next render.
// Next render will happen at next stable state, at the earliest,
// i.e., this order of `requestFrame(); draw();` should work.
test.pcLocal.canvasStream.requestFrame();
},
function DRAW_LOCAL_RED() {
h.drawColor(canvas, h.red);
},
function WAIT_FOR_REMOTE_RED() {
return h.pixelMustBecome(vremote, h.red, {
threshold: 128,
infoString: "pcRemote's remote should become red",
});
}
]);
await test.run();
});
</script>
</pre>
</body>
</html>