blob: 439dddf4bef45a42cbbb63a4a04120cbbcab0de5 [file] [log] [blame]
PASS successfullyParsed is true
TEST COMPLETE
Check for drawing webgl to canvas 2d on the same frame.
1) when drawingBuffer is preserved.
PASS imgdata[0] is 255
PASS imgdata[1] is 0
PASS imgdata[2] is 0
PASS imgdata[0] is 0
PASS imgdata[1] is 255
PASS imgdata[2] is 0
2) when drawingBuffer is not preserved.
PASS imgdata[0] is 255
PASS imgdata[1] is 0
PASS imgdata[2] is 0
PASS imgdata[0] is 0
PASS imgdata[1] is 255
PASS imgdata[2] is 0
Check for drawing webgl to canvas 2d several frames after drawing webgl contents.
1) when drawingBuffer is preserved.
PASS imgdata[0] is 255
PASS imgdata[1] is 0
PASS imgdata[2] is 0
PASS imgdata[0] is 0
PASS imgdata[1] is 255
PASS imgdata[2] is 0
2) when drawingBuffer is not preserved. It leads to undefined behavior.
PASS imgdata[0] is 255
PASS imgdata[1] is 0
PASS imgdata[2] is 0
PASS imgdata[0] is 255
PASS imgdata[1] is 0
PASS imgdata[2] is 0
Everything is same to draw-webgl-to-canvas-2d.html except for calling redundant toDataURL(). Canvas spec allows to call toDataURL() without a context. Some bad things can happen if we call toDataURL() without a context and then create a context and then call toDataURL() again.