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When a WebGL canvas is used as a CanvasImageSource, the underlying PaintingSurface may not yet reflect the most recent GL commands. This caused drawImage() to capture stale or empty content unless gl.flush() was called manually from JS. Call HTMLCanvasElement::present() before creating the snapshot so that WebGL content is properly synchronized with the surface prior to readback. Fix #7901
5.5 KiB
5.5 KiB