blob: 47990bc6c67e96b0b639a6544fef6887fb14b1f3 [file] [log] [blame]
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"
"http://www.w3.org/TR/html4/strict.dtd">
<html>
<head>
<script src="../../resources/run-after-layout-and-paint.js"></script>
<script>
if (window.testRunner) {
testRunner.dumpAsTextWithPixelResults();
testRunner.waitUntilDone();
}
function repaintTest()
{
var canvas = document.getElementById('c1');
var offset = document.body.offsetLeft; // Forces layout
canvas.width = canvas.width; // Should wipe canvas clean
if (window.testRunner)
testRunner.notifyDone();
}
</script>
</head>
<body onload="runAfterLayoutAndPaint(repaintTest);">
<p><b>BUG ID:</b> <a href="https://bugs.webkit.org/show_bug.cgi?id=43341">Bugzilla bug 43341</a>
Setting canvas width after canvas already rendered resets canvas data appropriately, but doesn't repaint immediately.
<p id="success" style="background-color:palegreen; padding:3px;"><b>TEST PASS:</b>
The canvas should go blank due to setting on the canvas width.
</p>
<hr>
<p class="output">Actual output: (blank canvas)</p>
<canvas id="c1" class="output" width="100" height="50" ></canvas>
<script>
var canvas = document.getElementById('c1');
var ctx = canvas.getContext('2d');
ctx.fillStyle = '#0f0';
ctx.fillRect(0, 0, 100, 50);
</script>
</body>
</html>