48 lines
1.2 KiB
HTML
48 lines
1.2 KiB
HTML
<html>
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<head>
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<script>
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function init()
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{
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if (window.testRunner)
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window.testRunner.dumpAsText();
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var imgCanvas = document.getElementById("c1");
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var imgCanvas2 = document.getElementById("c2");
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var imgCtx = imgCanvas.getContext("2d");
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var imgCtx2 = imgCanvas2.getContext("2d");
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imgCtx.fillStyle = '#0f0';
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imgCtx.fillRect(0,0,32,32);
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var newImage = new Image();
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newImage.src = imgCanvas.toDataURL();
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imgCtx2.fillStyle = '#0f0';
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imgCtx2.fillRect(0,0,32,32);
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imgCtx2.drawImageFromRect(newImage,
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0, 1, 1, 1,
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0, 0, 32, 32, 'source-over');
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var result = document.getElementById("result");
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var data = imgCtx2.getImageData(0,0,1,1).data;
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var red = data[0];
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var green = data[1];
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var blue = data[2];
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var alpha = data[3];
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if (red != 0 || green != 255 || blue != 0 || alpha != 255)
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result.innerHTML = "FAILED";
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else
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result.innerHTML = "PASSED";
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}
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</script>
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</head>
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<body onload="init()">
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<canvas id="c1" width="32px" height="32px"></canvas>
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<canvas id="c2" width="32px" height="32px"></canvas>
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<a>This test exercises a webkit specific canvas routine drawImageFromRect. This test should pass and never crash. <rdar://problem/9125032> </a>
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<a id="result"></a>
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</body>
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</html>
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