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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Canvas Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas2d_0" width="400" height="400"> </canvas>
<canvas id="canvas2d_1" width="400" height="400"> </canvas>
<canvas id="canvas2d_2" width="400" height="400"> </canvas>
<canvas id="webgl" width="400" height="400"> </canvas>
<script>
"use strict";
description("This test ensures WebGL implementations interact correctly with the canvas 2D drawImage call.");
var err;
var wtu = WebGLTestUtils;
var canvas2d = [];
var ctx2d = [];
for (var i = 0; i < 3; i ++) {
canvas2d[i] = document.getElementById("canvas2d_" + i);
ctx2d[i] = canvas2d[i].getContext("2d");
}
var canvas = document.getElementById("webgl");
var gl = wtu.create3DContext(canvas);
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("Checking canvas and WebGL drawImage interaction");
for (var count = 0; count < 10; count ++) {
gl.clearColor(0.25, 0.5, 0.75, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
ctx2d[0].drawImage(canvas, 0, 0, canvas2d[0].width, canvas2d[0].height);
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
ctx2d[1].drawImage(canvas, 0, 0, canvas2d[1].width, canvas2d[1].height);
gl.clearColor(1, 0, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
ctx2d[2].drawImage(canvas, 0, 0, canvas2d[2].width, canvas2d[2].height);
gl.clearColor(1, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
wtu.checkCanvasRect(ctx2d[0], 0, 0, canvas2d[0].width, canvas2d[0].height, [64, 128, 192, 255],
"drawImage: Should be [64, 128, 192, 255]", 2);
wtu.checkCanvasRect(ctx2d[1], 0, 0, canvas2d[1].width, canvas2d[1].height, [255, 0, 0, 255],
"drawImage: Should be [255, 0, 0, 255]", 2);
wtu.checkCanvasRect(ctx2d[2], 0, 0, canvas2d[2].width, canvas2d[2].height, [255, 0, 255, 255],
"drawImage: Should be [255, 0, 255, 255]", 2);
}
err = gl.getError();
debug("");
finishTest();
}
</script>
</body>
</html>