Reset maxCanvasPixelMemory between tests
https://bugs.webkit.org/show_bug.cgi?id=202941
<rdar://problem/56260865>
Attempt to fix flakiness.
* fast/canvas/canvas-too-large-to-draw-expected.txt:
* fast/canvas/canvas-too-large-to-draw.html:
git-svn-id: http://svn.webkit.org/repository/webkit/trunk@251145 268f45cc-cd09-0410-ab3c-d52691b4dbfc
diff --git a/LayoutTests/ChangeLog b/LayoutTests/ChangeLog
index 40721cf..d99cc8c 100644
--- a/LayoutTests/ChangeLog
+++ b/LayoutTests/ChangeLog
@@ -1,3 +1,14 @@
+2019-10-15 Dean Jackson <dino@apple.com>
+
+ Reset maxCanvasPixelMemory between tests
+ https://bugs.webkit.org/show_bug.cgi?id=202941
+ <rdar://problem/56260865>
+
+ Attempt to fix flakiness.
+
+ * fast/canvas/canvas-too-large-to-draw-expected.txt:
+ * fast/canvas/canvas-too-large-to-draw.html:
+
2019-10-15 Wenson Hsieh <wenson_hsieh@apple.com>
[Clipboard API] Implement getType() for ClipboardItems created from bindings
diff --git a/LayoutTests/fast/canvas/canvas-too-large-to-draw-expected.txt b/LayoutTests/fast/canvas/canvas-too-large-to-draw-expected.txt
index d93d61f..4ccd6e4 100644
--- a/LayoutTests/fast/canvas/canvas-too-large-to-draw-expected.txt
+++ b/LayoutTests/fast/canvas/canvas-too-large-to-draw-expected.txt
@@ -1,4 +1,4 @@
-CONSOLE MESSAGE: line 33: Total canvas memory use exceeds the maximum limit (15 MB).
+CONSOLE MESSAGE: line 31: Total canvas memory use exceeds the maximum limit (15 MB).
This test requires Internals.
diff --git a/LayoutTests/fast/canvas/canvas-too-large-to-draw.html b/LayoutTests/fast/canvas/canvas-too-large-to-draw.html
index 5956007..8721407 100644
--- a/LayoutTests/fast/canvas/canvas-too-large-to-draw.html
+++ b/LayoutTests/fast/canvas/canvas-too-large-to-draw.html
@@ -23,8 +23,6 @@
const MAX_WIDTH = 2000;
const MAX_HEIGHT = MAX_WIDTH;
- window.internals.setMaxCanvasPixelMemory(MAX_WIDTH * MAX_HEIGHT * 4);
-
function fillCanvas(id, width, height) {
const canvas = document.getElementById(id);
canvas.width = width;
@@ -41,6 +39,8 @@
// This one should always work.
fillCanvas("canvas2", 10, 10);
+ window.internals.setMaxCanvasPixelMemory(MAX_WIDTH * MAX_HEIGHT * 4);
+
// And this one should exceed the memory limit.
fillCanvas("canvas1", MAX_WIDTH + 1, MAX_HEIGHT + 1);
}