<!DOCTYPE HTML>
<html>
<head>
<meta name="viewport" content="initial-scale=1">
<title>WebGL Canvas Save/Copy Image Test</title>
<style type="text/css">
.nomargin {
margin: 0px auto;
}
</style>
<script>
let g_swapsBeforeAck = 15;
function waitForFinish()
{
if (g_swapsBeforeAck == 0) {
sendResult("SUCCESS");
} else {
g_swapsBeforeAck--;
window.requestAnimationFrame(waitForFinish);
}
}
function sendResult(status) {
if (domAutomationController) {
domAutomationController.send(status);
} else {
console.log(status);
}
}
function main()
{
let canvas = document.getElementById("c");
let gl = canvas.getContext("webgl");
if (!gl) {
sendResult("FAILURE", "WebGL context not supported");
return;
}
// Diagonally opposite green and blue box, over red box to test correctness
// w.r.t. to both vertical and horizontal flips.
gl.scissor(0, 0, 100, 100);
gl.enable(gl.SCISSOR_TEST);
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.scissor(0, 50, 50, 50);
gl.clearColor(0, 1, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.scissor(50, 0, 50, 50);
gl.clearColor(0, 0, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
let dataURL = canvas.toDataURL();
let image = document.getElementById("i");
image.src = dataURL;
waitForFinish();
}
</script>
</head>
<body onload="main()" class="nomargin" style="display:inline-flex">
<canvas id="c" width="100" height="100" class="nomargin" style="background-color:black"></canvas>
<img id="i" width="100" height="100" class="nomargin" style="background-color:black">
</body>
</html>