chromium/third_party/blink/web_tests/fast/canvas/webgl/draw-webgl-to-canvas-2d-after-to-data-url-without-context-expected.txt

PASS successfullyParsed is true

TEST COMPLETE

Check for drawing webgl to canvas 2d on the same frame.
1) when drawingBuffer is preserved.
PASS imgdata[0] is 255
PASS imgdata[1] is 0
PASS imgdata[2] is 0
PASS imgdata[0] is 0
PASS imgdata[1] is 255
PASS imgdata[2] is 0
2) when drawingBuffer is not preserved.
PASS imgdata[0] is 255
PASS imgdata[1] is 0
PASS imgdata[2] is 0
PASS imgdata[0] is 0
PASS imgdata[1] is 255
PASS imgdata[2] is 0
Check for drawing webgl to canvas 2d several frames after drawing webgl contents.
1) when drawingBuffer is preserved.
PASS imgdata[0] is 255
PASS imgdata[1] is 0
PASS imgdata[2] is 0
PASS imgdata[0] is 0
PASS imgdata[1] is 255
PASS imgdata[2] is 0
2) when drawingBuffer is not preserved. It leads to undefined behavior.
PASS imgdata[0] is 255
PASS imgdata[1] is 0
PASS imgdata[2] is 0
PASS imgdata[0] is 255
PASS imgdata[1] is 0
PASS imgdata[2] is 0
Everything is same to draw-webgl-to-canvas-2d.html except for calling redundant toDataURL(). Canvas spec allows to call toDataURL() without a context. Some bad things can happen if we call toDataURL() without a context and then create a context and then call toDataURL() again.