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| 1 <!DOCTYPE html> |
| 2 <style> |
| 3 img { |
| 4 display: none; |
| 5 } |
| 6 canvas { |
| 7 width: 1000px; |
| 8 height: 1000px; |
| 9 image-rendering: pixelated; |
| 10 } |
| 11 </style> |
| 12 <body> |
| 13 <img src="resources/dice_alpha.png"> |
| 14 <!-- Test that resizing a pixelated canvas works. --> |
| 15 <!-- The canvas should be upscaled without blurring. --> |
| 16 <canvas width="300" height="300"></canvas> |
| 17 </body> |
| 18 <script> |
| 19 // Ignore the render tree. |
| 20 if (window.testRunner) |
| 21 window.testRunner.dumpAsTextWithPixelResults(); |
| 22 |
| 23 var image = document.getElementsByTagName("img")[0]; |
| 24 |
| 25 function draw() { |
| 26 var canvas = document.getElementsByTagName("canvas")[0]; |
| 27 var context = canvas.getContext("2d"); |
| 28 context.drawImage(image, -0.5, -0.5, 300, 300); |
| 29 // Resize so that the image buffer is reset. |
| 30 canvas.width = 301; |
| 31 canvas.style.width = "1001px"; |
| 32 context.drawImage(image, -0.5, -0.5, 300, 300); |
| 33 } |
| 34 window.onload = draw; |
| 35 </script> |
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