This test checking that drawing WebGL canvas to Context2D canvas with drawImage does not use unbounded amount of memory.

On success, you will see a series of "PASS" messages, followed by "TEST COMPLETE".

TEST COMPLETE: 27 PASS, 0 FAIL

PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS drawImage: Should be [64, 128, 192, 255]
PASS getError was expected value: NO_ERROR :

PASS successfullyParsed is true

TEST COMPLETE

