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31 <meta charset="utf-8">
32 <title>Testing 3D canvas is usable after being used as texImage2D source</title>
33 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
34 <script src="../../resources/js-test-pre.js"></script>
35 <script src="../resources/webgl-test-utils.js"></script>
38 <canvas id="example" width="512" height="512"></canvas>
39 <div id="description"></div>
40 <div id="console"></div>
43 // Regression test for http://crbug.com/368582
45 var wtu = WebGLTestUtils;
46 var canvas = document.getElementById("example");
47 var ctx = canvas.getContext("2d");
49 var gl = wtu.create3DContext();
50 var texture = gl.createTexture();
52 var image = wtu.makeImage('../resources/blue-1x1.jpg', function() {
55 wtu.checkCanvas(ctx, [0, 0, 255, 255], "All pixels should be blue", 2);
59 function renderToCanvas() {
60 // Clear the 2d canvas then draw the image to it (a blue pixel)
61 ctx.clearRect(0, 0, canvas.width, canvas.height);
62 ctx.drawImage(image, 0, 0, canvas.width, canvas.height);
64 // Upload the results to a WebGL texture
65 gl.bindTexture(gl.TEXTURE_2D, texture);
66 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
69 var successfullyParsed = true;