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Unified Diff: content/test/data/gpu/pixel_offscreenCanvas_transferToImageBitmap_main.html

Issue 2365653005: Fix failing transferToImageBitmap layout tests and commit pixel test on Mac (Closed)
Patch Set: rebase Created 4 years, 3 months ago
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Index: content/test/data/gpu/pixel_offscreenCanvas_transferToImageBitmap_main.html
diff --git a/content/test/data/gpu/pixel_offscreenCanvas_webgl_commit_main.html b/content/test/data/gpu/pixel_offscreenCanvas_transferToImageBitmap_main.html
similarity index 53%
copy from content/test/data/gpu/pixel_offscreenCanvas_webgl_commit_main.html
copy to content/test/data/gpu/pixel_offscreenCanvas_transferToImageBitmap_main.html
index 3ae0e56c24d2c1864f35277dbaa6b75ff33191d1..89c6d1b66a26a3cfdad6ddba284965e10e5acc54 100644
--- a/content/test/data/gpu/pixel_offscreenCanvas_webgl_commit_main.html
+++ b/content/test/data/gpu/pixel_offscreenCanvas_transferToImageBitmap_main.html
@@ -8,7 +8,7 @@ that the baseline images are regenerated on the next run.
<html>
<head>
-<title>OffscreenCanvas commit flow on main thread: green square on white background.</title>
+<title>OffscreenCanvas transferToImageBitmap on main thread: green and blue squares on white background.</title>
<style type="text/css">
.nomargin {
margin: 0px auto;
@@ -25,12 +25,24 @@ function main()
function draw()
{
- var canvas = document.getElementById("c");
- var offscreenCanvas = canvas.transferControlToOffscreen();
- var gl = offscreenCanvas.getContext("webgl");
+ var width = 100;
+ var height = 100;
+ var aCanvas = new OffscreenCanvas(width, height);
+ var gl = aCanvas.getContext('webgl');
gl.clearColor(0.0, 1.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
- gl.commit();
+ var image1 = aCanvas.transferToImageBitmap();
+ gl.clearColor(0.0, 0.0, 1.0, 1.0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ var image2 = aCanvas.transferToImageBitmap();
+
+ var canvas1 = document.getElementById("canvas1");
+ var ctx1 = canvas1.getContext('bitmaprenderer');
+ ctx1.transferFromImageBitmap(image1);
+
+ var canvas2 = document.getElementById('canvas2');
+ var ctx2 = canvas2.getContext('bitmaprenderer');
+ ctx2.transferFromImageBitmap(image2);
}
function waitForFinish()
@@ -50,7 +62,10 @@ function waitForFinish()
<div style="position:relative; width:200px; height:200px; background-color:white">
</div>
<div id="container" style="position:absolute; top:0px; left:0px">
-<canvas id="c" width="200" height="200" class="nomargin"></canvas>
+<canvas id="canvas1" width="100" height="100" class="nomargin"></canvas>
+</div>
+<div id="container" style="position:absolute; top:0px; left:150px">
+<canvas id="canvas2" width="100" height="100" class="nomargin"></canvas>
</div>
</body>
</html>
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