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Side by Side Diff: LayoutTests/fast/canvas/webgl/draw-webgl-to-canvas-2d.html

Issue 750273003: canvas: calling toDataURL without context doesn't create a buffer of canvas 2d. (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: fix typo Created 6 years ago
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1 <!DOCTYPE html> 1 <!DOCTYPE html>
2 <html> 2 <html>
3 <body> 3 <body>
4 <span id="description" style="color: white"> 4 <span id="description" style="color: white">
5 This test checks for drawing webgl to canvas 2d. The test process is as follows: 5 This test checks for drawing webgl to canvas 2d. The test process is as follows:
6 1. draw a green rect on a webgl context. 6 1. draw a green rect on a webgl context.
7 2. draw a red rect on a canvas 2d context, and check a pixel (should be red). 7 2. draw a red rect on a canvas 2d context, and check a pixel (should be red).
8 3. draw the webgl contents on the canvas 2d context, and check a pixel (should b e green). 8 3. draw the webgl contents on the canvas 2d context, and check a pixel (should b e green).
9 4. wait for few frames. 9 4. wait for few frames.
10 5. draw a red rect on the canvas 2d context, and check a pixel (should be red). 10 5. draw a red rect on the canvas 2d context, and check a pixel (should be red).
11 6. draw the webgl contents on the canvas 2d context, and check a pixel (see belo w explanation). 11 6. draw the webgl contents on the canvas 2d context, and check a pixel (see belo w explanation).
12 12
13 Above test is executed for both preserve and non-preserve webgl contexts. 13 Above test is executed for both preserve and non-preserve webgl contexts.
14 For the preserve webgl context, the pixel on #6 is green. 14 For the preserve webgl context, the pixel on #6 is green.
15 For the non-preserve webgl context, the pixel on #6 is undefined.[1] 15 For the non-preserve webgl context, the pixel on #6 is undefined.[1]
16 16
17 [1] http://www.khronos.org/registry/webgl/specs/latest/1.0/. 17 [1] http://www.khronos.org/registry/webgl/specs/latest/1.0/.
18 "This default behavior can be changed by setting the preserveDrawingBuffer 18 "This default behavior can be changed by setting the preserveDrawingBuffer
19 attribute of the WebGLContextAttributes object. If this flag is true, the 19 attribute of the WebGLContextAttributes object. If this flag is true, the
20 contents of the drawing buffer shall be preserved until the author either clears 20 contents of the drawing buffer shall be preserved until the author either clears
21 or overwrites them. If this flag is false, attempting to perform operations 21 or overwrites them. If this flag is false, attempting to perform operations
22 using this context as a source image after the rendering function has returned 22 using this context as a source image after the rendering function has returned
23 can lead to undefined behavior.". 23 can lead to undefined behavior.".
24 </span> 24 </span>
25 <canvas id="preserve-canvas3d" width="100" height="100"></canvas> 25 <canvas id="preserve-canvas3d" width="100" height="100"></canvas>
26 <canvas id="preserve-canvas2d" width="100" height="100"></canvas> 26 <canvas id="preserve-canvas2d" width="100" height="100"></canvas>
27 <canvas id="nonpreserve-canvas3d" width="100" height="100"></canvas> 27 <canvas id="nonpreserve-canvas3d" width="100" height="100"></canvas>
28 <canvas id="nonpreserve-canvas2d" width="100" height="100"></canvas> 28 <canvas id="nonpreserve-canvas2d" width="100" height="100"></canvas>
29 <script src="../../../resources/js-test.js"></script> 29 <script src="../../../resources/js-test.js"></script>
30 <script src="resources/draw-webgl-to-canvas-2d.js"></script>
30 <script> 31 <script>
31 if (window.testRunner) {
32 testRunner.dumpAsText();
33 testRunner.waitUntilDone();
34 }
35
36 var preserve_ctx2D;
37 var preserve_canvas3D;
38 var preserve_gl;
39 var nonpreserve_ctx2D;
40 var nonpreserve_canvas3D;
41 var nonpreserve_gl;
42 var imgdata;
43
44 function createContexts() { 32 function createContexts() {
45 preserve_ctx2D = document.getElementById("preserve-canvas2d").getContext("2d "); 33 preserve_ctx2D = document.getElementById("preserve-canvas2d").getContext("2d ");
46 preserve_canvas3D = document.getElementById('preserve-canvas3d'); 34 preserve_canvas3D = document.getElementById('preserve-canvas3d');
47 preserve_gl = preserve_canvas3D.getContext('webgl', {'preserveDrawingBuffer' : true}); 35 preserve_gl = preserve_canvas3D.getContext('webgl', {'preserveDrawingBuffer' : true});
48 nonpreserve_ctx2D = document.getElementById("nonpreserve-canvas2d").getConte xt("2d"); 36 nonpreserve_ctx2D = document.getElementById("nonpreserve-canvas2d").getConte xt("2d");
49 nonpreserve_canvas3D = document.getElementById('nonpreserve-canvas3d'); 37 nonpreserve_canvas3D = document.getElementById('nonpreserve-canvas3d');
50 nonpreserve_gl = nonpreserve_canvas3D.getContext('webgl', {'preserveDrawingB uffer': false}); 38 nonpreserve_gl = nonpreserve_canvas3D.getContext('webgl', {'preserveDrawingB uffer': false});
51 } 39 }
52
53 function renderWebGL(gl) {
54 gl.clearColor(0, 1, 0, 1);
55 gl.clear(gl.COLOR_BUFFER_BIT);
56 }
57
58 function drawWebGLToCanvas2D(ctx2D, canvas3D, isDrawingBufferUndefined) {
59 // draw red rect on canvas 2d.
60 ctx2D.fillStyle = 'red';
61 ctx2D.fillRect(0, 0, 100, 100);
62 var imageData = ctx2D.getImageData(0, 0, 1, 1);
63 imgdata = imageData.data;
64 shouldBe("imgdata[0]", "255");
65 shouldBe("imgdata[1]", "0");
66 shouldBe("imgdata[2]", "0");
67
68 // draw the webgl contents (green rect) on the canvas 2d context.
69 ctx2D.drawImage(canvas3D, 0, 0);
70 ctx2D.getImageData(0, 0, 1, 1);
71 imageData = ctx2D.getImageData(0, 0, 1, 1);
72 imgdata = imageData.data;
73 if (isDrawingBufferUndefined) {
74 // Current implementation draws transparent texture on the canvas 2d con text,
75 // although the spec said it leads to undefined behavior.
76 shouldBe("imgdata[0]", "255");
77 shouldBe("imgdata[1]", "0");
78 shouldBe("imgdata[2]", "0");
79 } else {
80 shouldBe("imgdata[0]", "0");
81 shouldBe("imgdata[1]", "255");
82 shouldBe("imgdata[2]", "0");
83 }
84
85 if (isDrawingBufferUndefined && window.testRunner)
86 testRunner.notifyDone();
87 }
88
89 function asyncTest() {
90 debug("Check for drawing webgl to canvas 2d several frames after drawing web gl contents.")
91 debug("1) when drawingBuffer is preserved.")
92 drawWebGLToCanvas2D(preserve_ctx2D, preserve_canvas3D, false);
93 debug("2) when drawingBuffer is not preserved. It leads to undefined behavio r.")
94 drawWebGLToCanvas2D(nonpreserve_ctx2D, nonpreserve_canvas3D, true);
95 }
96
97 function startTestAfterFirstPaint() {
98 // create both canvas 2d and webgl contexts.
99 createContexts();
100 // prepare webgl contents.
101 renderWebGL(preserve_gl);
102 renderWebGL(nonpreserve_gl);
103
104 debug("Check for drawing webgl to canvas 2d on the same frame.")
105 debug("1) when drawingBuffer is preserved.")
106 drawWebGLToCanvas2D(preserve_ctx2D, preserve_canvas3D, false);
107 debug("2) when drawingBuffer is not preserved.")
108 drawWebGLToCanvas2D(nonpreserve_ctx2D, nonpreserve_canvas3D, false);
109
110 if (window.testRunner) {
111 testRunner.waitUntilDone();
112 testRunner.displayAsyncThen(asyncTest);
113 } else {
114 window.requestAnimationFrame(asyncTest);
115 }
116 }
117
118 window.onload = function () {
119 window.requestAnimationFrame(startTestAfterFirstPaint);
120 }
121
122 </script> 40 </script>
123 </body> 41 </body>
124 </html> 42 </html>
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