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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>