Make sure that in case your image is not in the dom, and you get it from local directory or server, you should wait for the image to load and just after that to draw it on the canvas.
something like that:
function drawBgImg() {
let bgImg = new Image();
bgImg.src = '/images/1.jpg';
bgImg.onload = () => {
gCtx.drawImage(bgImg, 0, 0, gElCanvas.width, gElCanvas.height);
}
}