Automatic update from web-platform-tests Fixing tranferFromimageBitmap-toBlob-offscreen.html to not be flaky Replacing the getElementById by the creation of a new element to ensure that the test will not be flaky. Changing also the name of the function to be coherent with the test itself. Bug: 978554 Change-Id: I8848b18f6d7f6201cce57069c5f4047d4d2f61e2 Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/1693189 Commit-Queue: Juanmi Huertas <juanmihd@chromium.org> Reviewed-by: Fernando Serboncini <fserb@chromium.org> Cr-Commit-Position: refs/heads/master@{#677456} -- Fix promises in tranferFromImageBitmap-ToBlob-offscreen.html The test previously used promises incorrectly: testTransferFromImageBitmapToBlobOffscreen did not return the promise produced by convertToBlob up to promise_test, which caused the assertion (inside testCanvas) to flakiy escape promise_test. In addition, the test did not wait for pngImage to load before drawing it to canvas. This change also fixes the name of the test to be more accurate (transferToBlob -> convertToBlob). -- wpt-commits: 88a0c99744a4941af3907dfbb3853e3c23b00f04, 811dc186a0946a67e2b1ae59c0e92ccfeb69371d wpt-pr: 17747
61 lines
2.0 KiB
HTML
61 lines
2.0 KiB
HTML
<!DOCTYPE html>
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<meta charset="utf-8">
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<title>Canvas's ImageBitmapRenderingContext test</title>
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<script src="/resources/testharness.js"></script>
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<script src="/resources/testharnessreport.js"></script>
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<link rel="help" href="https://html.spec.whatwg.org/multipage/scripting.html#the-imagebitmap-rendering-context">
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<script>
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var width = 10;
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var height = 10;
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function testCanvas(ctx, r, g, b, a)
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{
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var color = ctx.getImageData(5, 5, 1, 1).data;
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assert_array_equals(color, [r, g, b, a]);
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}
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promise_test(function() {
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function transferFromImageBitmapToBlobOffscreen(greenImage) {
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var bitmapCanvas = new OffscreenCanvas(width,height);
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var bitmapCtx = bitmapCanvas.getContext('bitmaprenderer');
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bitmapCtx.transferFromImageBitmap(greenImage);
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return bitmapCanvas.convertToBlob();
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}
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function drawBlobToCanvas(blob) {
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// Make sure the bitmap renderer canvas is filled correctly.
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var pngImage = new Image();
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var myCanvasToTest = document.createElement('canvas');
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myCanvasToTest.width = width;
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myCanvasToTest.height = height;
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// Wait for the blob img to load.
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return new Promise(function(resolve) {
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pngImage.src = URL.createObjectURL(blob);
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pngImage.onload = function() {
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var myCtxToTest = myCanvasToTest.getContext('2d');
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myCtxToTest.drawImage(pngImage, 0, 0);
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resolve(myCtxToTest);
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};
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});
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}
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var greenCanvas = document.createElement('canvas');
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greenCanvas.width = width;
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greenCanvas.height = height;
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var greenCtx = greenCanvas.getContext('2d');
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greenCtx.fillStyle = '#0f0';
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greenCtx.fillRect(0, 0, width, height);
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return createImageBitmap(greenCanvas).then(
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greenImage => transferFromImageBitmapToBlobOffscreen(greenImage)
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).then(
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blob => drawBlobToCanvas(blob)
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).then(
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ctx => testCanvas(ctx, 0, 255, 0, 255)
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);
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},'Test that convertToBlob works and produce the expected image');
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</script>
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