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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>Testing 3D canvas is usable after being used as texImage2D source</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> |
| <canvas id="example" width="512" height="512"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| "use strict"; |
| // Regression test for http://crbug.com/368582 |
| description(); |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("example"); |
| var ctx = canvas.getContext("2d"); |
| |
| var gl = wtu.create3DContext(); |
| var texture = gl.createTexture(); |
| |
| var image = wtu.makeImage('../../../resources/blue-1x1.jpg', function() { |
| renderToCanvas(); |
| renderToCanvas(); |
| wtu.checkCanvas(ctx, [0, 0, 255, 255], "All pixels should be blue", 2); |
| finishTest(); |
| }); |
| |
| function renderToCanvas() { |
| // Clear the 2d canvas then draw the image to it (a blue pixel) |
| ctx.clearRect(0, 0, canvas.width, canvas.height); |
| ctx.drawImage(image, 0, 0, canvas.width, canvas.height); |
| |
| // Upload the results to a WebGL texture |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas); |
| } |
| |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |