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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">
+<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>
+</head>
+<body>
+<canvas id="c" width="16" height="16"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description('Tests canvas remains unchanged after it is used in webgl texutre');
+
+debug("This is a regression test for <a href='https://bugs.chromium.org/p/chromium/issues/detail?id=446380'>Chromium Issue 446380</a>");
+debug("");
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("c", undefined, 2);
+
+function checkSourceCanvasImageData(imageDataBefore, imageDataAfter) {
+ if (imageDataBefore.length != imageDataAfter.length) {
+ testFailed("The size of image data in source canvas become different after it is used in webgl texture.");
+ return;
+ }
+ for (var i = 0; i < imageDataAfter.length; i++) {
+ if (imageDataBefore[i] != imageDataAfter[i]) {
+ testFailed("Pixel values in source canvas have changed after canvas used in webgl texture.");
+ return;
+ }
+ }
+ testPassed("Pixel values in source canvas remain unchanged after canvas used in webgl texture.");
+}
+
+function runTest(width, height) {
+ var canvas = document.createElement("canvas");
+ canvas.width = width;
+ canvas.height = height;
+ var ctx = canvas.getContext("2d");
+ ctx.fillStyle = "rgba(1, 63, 127, 1)";
+ ctx.fillRect(0, 0, canvas.width, canvas.height);
+ var refCanvas = document.createElement("canvas");
+ refCanvas.width = width;
+ refCanvas.height = height;
+ var refCtx = refCanvas.getContext("2d");
+ refCtx.fillStyle = "rgba(1, 63, 127, 1)";
+ refCtx.fillRect(0, 0, canvas.width, canvas.height);
+ // A refCanvas with same data as canvas is used to get original image data, since
+ // getImageData may change hardware accelerated status of canvas and we don't want to
+ // omit testing for hardware accelerated canvas.
+ var imageDataBefore = refCtx.getImageData(0, 0, refCanvas.width, refCanvas.height);
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "TexImage2D should succeed");
+ checkSourceCanvasImageData(imageDataBefore, ctx.getImageData(0, 0, canvas.width, canvas.height));
+ gl.deleteTexture(tex);
+}
+
+runTest(2, 2);
+runTest(257, 257);
+
+finishTest();
+</script>
+</body>
+</html>