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Unified Diff: content/test/data/gpu/pixel_offscreenCanvas_transferToImageBitmap_worker.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_worker.html
diff --git a/content/test/data/gpu/pixel_offscreenCanvas_webgl_commit_worker.html b/content/test/data/gpu/pixel_offscreenCanvas_transferToImageBitmap_worker.html
similarity index 50%
copy from content/test/data/gpu/pixel_offscreenCanvas_webgl_commit_worker.html
copy to content/test/data/gpu/pixel_offscreenCanvas_transferToImageBitmap_worker.html
index 2af3576125e3730a6d81b72c04324963504518f1..9a14a05572e40089cba8d82231be646e2c7db973 100644
--- a/content/test/data/gpu/pixel_offscreenCanvas_webgl_commit_worker.html
+++ b/content/test/data/gpu/pixel_offscreenCanvas_transferToImageBitmap_worker.html
@@ -8,7 +8,7 @@ that the baseline images are regenerated on the next run.
<html>
<head>
-<title>OffscreenCanvas commit flow on worker thread: red square on white background.</title>
+<title>OffscreenCanvas transferToImageBitmap on worker thread: green and blue squares on white background.</title>
<style type="text/css">
.nomargin {
margin: 0px auto;
@@ -16,12 +16,19 @@ that the baseline images are regenerated on the next run.
</style>
<script id="myWorker" type="text/worker">
self.onmessage = function(e) {
- var transferredOffscreenCanvas = e.data;
- var gl = transferredOffscreenCanvas.getContext("webgl");
- gl.clearColor(1.0, 0.0, 0.0, 1.0);
- gl.clear(gl.COLOR_BUFFER_BIT);
- gl.commit();
- self.postMessage("");
+ var canvas1 = new OffscreenCanvas(100, 100);
+ var gl1 = canvas1.getContext('webgl');
+ gl1.clearColor(0.0, 1.0, 0.0, 1.0);
+ gl1.clear(gl1.COLOR_BUFFER_BIT);
+
+ var canvas2 = new OffscreenCanvas(100, 100);
+ var gl2 = canvas2.getContext('webgl');
+ gl2.clearColor(0.0, 0.0, 1.0, 1.0);
+ gl2.clear(gl2.COLOR_BUFFER_BIT);
+
+ var image1 = canvas1.transferToImageBitmap();
+ var image2 = canvas2.transferToImageBitmap();
+ self.postMessage({bitmap1: image1, bitmap2: image2}, [image1, image2]);
};
</script>
<script>
@@ -39,13 +46,22 @@ function main()
function draw()
{
- var canvas = document.getElementById("c");
- var offscreenCanvas = canvas.transferControlToOffscreen();
var worker = makeWorker(document.getElementById("myWorker").textContent);
- worker.postMessage(offscreenCanvas, [offscreenCanvas]);
- worker.onmessage = function (e) {
+
+ worker.onmessage = function(msg) {
+ var bitmap1 = msg.data.bitmap1;
+ var bitmap2 = msg.data.bitmap2;
+ var canvas1 = document.getElementById("canvas1");
+ var ctx1 = canvas1.getContext('bitmaprenderer');
+ ctx1.transferFromImageBitmap(bitmap1);
+
+ var canvas2 = document.getElementById('canvas2');
+ var ctx2 = canvas2.getContext('bitmaprenderer');
+ ctx2.transferFromImageBitmap(bitmap2);
waitForFinish();
}
+
+ worker.postMessage("");
}
function waitForFinish()
@@ -65,7 +81,10 @@ 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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