<!DOCTYPE html>
<html>
<head>
<script>
if (window.testRunner) {
testRunner.waitUntilDone();
}
var videosLoaded = 0;
function onVideoLoaded(e) {
videosLoaded = videosLoaded + 1;
if (window.testRunner && videosLoaded == 3) {
testRunner.notifyDone();
}
}
function onLoad() {
var video1 = document.getElementById('video1');
var video2 = document.getElementById('video2');
var video3 = document.getElementById('video3');
video1.src = "content/test.ogv";
video2.src = video1.src;
video3.src = video1.src;
video1.load();
video2.load();
video3.load();
video1.addEventListener("canplay", onVideoLoaded);
video2.addEventListener("canplay", onVideoLoaded);
video3.addEventListener("canplay", onVideoLoaded);
}
</script>
</head>
<body onload="onLoad();">
Test to verify that drawing a video to a 2D canvas with drawImage and with a CanvasPattern works as expected.
<video id="video1"></video>
<video id="video2"></video>
<video id="video3"></video>
</body>
</html>