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diff --git a/dom/canvas/test/reftest/webgl-capturestream-test.html b/dom/canvas/test/reftest/webgl-capturestream-test.html
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+++ b/dom/canvas/test/reftest/webgl-capturestream-test.html
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+<!DOCTYPE html>
+<meta charset='UTF-8'>
+<!--
+Clear the canvas to green and capture it to a stream to test that we can get
+the stream to screen in a local video element.
+-->
+<html class="reftest-wait">
+
+<head>
+ <script type='text/javascript' src='webgl-utils.js'></script>
+ <script type='text/javascript'>
+'use strict';
+
+function setStatus(text) {
+ var elem = document.getElementById('status');
+ elem.innerHTML = text;
+}
+
+function finished() {
+ document.documentElement.removeAttribute("class");
+}
+
+function runTest() {
+ var canvas = document.getElementById('canvas');
+
+ var gl = initGL(canvas);
+ if (!gl) {
+ setStatus('WebGL context creation failed.');
+ return;
+ }
+
+ gl.clearColor(0.0, 1.0, 0.0, 1.0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ var video = document.getElementById('video');
+ video.srcObject = canvas.captureStream(0);
+ video.play();
+ video.onloadeddata = finished;
+ video.onerror = finished;
+}
+ </script>
+</head>
+
+<body onload='runTest();'>
+ <video id='video' width='256' height='256'></video>
+ <canvas id='canvas' width='256' height='256' style="display:none"></canvas>
+ <div id='status'></div>
+</body>
+
+</html>