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+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>TexImage2D of 2D Canvas after multiple drawImages</title>
+<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
+<script src="../../../js/js-test-pre.js"></script>
+<script src="../../../js/webgl-test-utils.js"></script>
+<script>
+"use strict";
+const wtu = WebGLTestUtils;
+
+const sz = 512;
+let greenImage = null;
+
+function loadImageAndStart(startFunc) {
+ let c = document.createElement('canvas');
+ c.width = sz;
+ c.height = sz;
+ let ctx = c.getContext('2d');
+ ctx.fillStyle = 'rgb(0,255,0)';
+ ctx.fillRect(0, 0, sz, sz);
+ greenImage = wtu.makeImageFromCanvas(c, startFunc);
+}
+
+function runTest() {
+ description();
+ debug('Regression test for <a href="http://crbug.com/878545">http://crbug.com/878545</a>');
+ // Mimics the image-to-texture upload path from the old JavaScript
+ // port of O3D, salvaged at https://github.com/petersont/o3d .
+
+ // Create a canvas and draw the entire image into it.
+ let bigCanvas = document.createElement('canvas');
+ bigCanvas.width = greenImage.naturalWidth;
+ bigCanvas.height = greenImage.naturalHeight;
+ let bc = bigCanvas.getContext('2d');
+ bc.drawImage(greenImage, 0, 0, bigCanvas.width, bigCanvas.height);
+ // Create a temp canvas to flip vertically.
+ let tempCanvas = document.createElement('canvas');
+ tempCanvas.width = bigCanvas.width;
+ tempCanvas.height = bigCanvas.height;
+ let tc = tempCanvas.getContext('2d');
+ tc.translate(0, tempCanvas.height);
+ tc.scale(1, -1);
+ tc.drawImage(bigCanvas, 0, 0, tempCanvas.width, tempCanvas.height);
+ // Set up to draw via WebGL.
+ let c3d = document.getElementById('canvas');
+ let gl = wtu.create3DContext(c3d);
+ let prog = wtu.setupTexturedQuad(gl);
+ gl.uniform1i(gl.getUniformLocation(prog, 'tex'), 0);
+ let tex = gl.createTexture();
+ // Iterate through the large canvas, drawing pieces of it to a
+ // scratch canvas.
+ let scratchCanvas = document.createElement('canvas');
+ const width = tempCanvas.width / 2;
+ const height = tempCanvas.height / 2;
+ let bb = new Uint8Array(4 * c3d.width * c3d.height);
+ for (let jj = 0; jj < 2; ++jj) {
+ for (let ii = 0; ii < 2; ++ii) {
+ // Prepare texture.
+ scratchCanvas.width = width;
+ scratchCanvas.height = height;
+ let ctx = scratchCanvas.getContext('2d');
+ ctx.save();
+ ctx.translate(-(ii * width), -(jj * height));
+ ctx.scale(1.0, 1.0);
+ ctx.drawImage(tempCanvas, 0, 0, tempCanvas.width, tempCanvas.height);
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE,
+ scratchCanvas);
+ ctx.restore();
+ gl.generateMipmap(gl.TEXTURE_2D);
+ // Draw and check that rendering occurred properly.
+ gl.uniform1i(gl.getUniformLocation(prog, 'tex'), 0);
+ wtu.drawUnitQuad(gl);
+ let tolerance = 2;
+ wtu.checkCanvasRect(gl, 1, 1, c3d.width - 2, c3d.height - 2,
+ [ 0, 255, 0, 255 ],
+ "should be green",
+ tolerance);
+
+ }
+ }
+
+ finishTest();
+}
+</script>
+</head>
+<body onload="loadImageAndStart(runTest)">
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="40" height="40"></canvas>
+</body>
+</html>