CanvasRenderingContext2D.drawImage() fails to draw on certain device

UNCONFIRMED
Unassigned

Status

()

Core
Canvas: 2D
P3
normal
UNCONFIRMED
9 months ago
4 months ago

People

(Reporter: suntemplesupp, Unassigned, NeedInfo)

Tracking

51 Branch
ARM
Android
Points:
---

Firefox Tracking Flags

(Not tracked)

Details

(Whiteboard: [gfx-noted])

Attachments

(1 attachment)

(Reporter)

Description

9 months ago
Created attachment 8843282 [details]
device-2017-03-03-175523.png

User Agent: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/56.0.2924.87 Safari/537.36 OPR/43.0.2442.1144

Steps to reproduce:

1) Launch FireFox 51.0.3 on Samsung Galaxy Tab 2 GT-P3100 (Android 4.2.2)
2) Open this URL 
https://www.w3schools.com/tags/tryit.asp?filename=tryhtml5_canvas_drawimage


Actual results:

The reference image is not drawn over the canvas element. The canvas element remains white.


Expected results:

The canvas should be filled with the reference image. This succeeds in all other browsers I tried. Additionally, I have a game with CanvasRenderingContext2D rendering which fails to draw any image using drawImage in FireFox on the mentioned device. Only path/fill/stroke commands seem to work. On another Android device (Samsung Galaxy Tab 4), everything works as expected in FireFox 51.0.3
Component: Graphics, Panning and Zooming → Canvas: 2D
OS: Unspecified → Android
Product: Firefox for Android → Core
Hardware: Unspecified → ARM

Comment 1

8 months ago
Would you have a way to try and reproduce this?
Flags: needinfo?(jnicol)

Updated

8 months ago
Whiteboard: [gfx-noted]
Priority: -- → P3
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