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1 <!DOCTYPE html> | |
2 <style> | |
3 img { | |
4 display: none; | |
5 } | |
6 canvas { | |
7 width: 1000px; | |
Justin Novosad
2014/11/18 16:32:50
This is larger than the area that is captured by t
jackhou1
2014/12/01 07:00:08
Ah, I wanted the canvas to be larger than 256x257
Stephen White
2014/12/01 15:53:48
As you probably know, the layout tests will automa
jackhou1
2014/12/02 00:50:48
Done.
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8 height: 1000px; | |
9 image-rendering: pixelated; | |
10 } | |
11 .canvas0 { | |
12 position: absolute; | |
13 top: 0; | |
14 left: 0; | |
15 z-index: 0; | |
16 } | |
17 .canvas1 { | |
18 position: absolute; | |
19 top: 250px; | |
20 left: 250px; | |
21 z-index: 1; | |
22 } | |
23 .canvas2 { | |
24 position: absolute; | |
25 top: 500px; | |
26 left: 500px; | |
27 z-index: 2; | |
28 image-rendering: auto; | |
29 } | |
30 </style> | |
31 <body> | |
32 <img src="resources/dice_alpha.png"> | |
33 <!-- Test that gpu accelerated canvases work with pixelated. --> | |
34 <!-- Canvases should be overlaid at an offset. Only the middle one should be blurred. --> | |
35 <canvas class="canvas0" width="300" height="300"></canvas> | |
36 <canvas class="canvas1" width="300" height="300"></canvas> | |
37 <canvas class="canvas2" width="300" height="300"></canvas> | |
38 </body> | |
39 <script> | |
40 // Ignore the render tree. | |
41 if (window.testRunner) | |
42 window.testRunner.dumpAsTextWithPixelResults(); | |
43 | |
44 var image = document.getElementsByTagName("img")[0]; | |
45 | |
46 function drawToCanvas(canvas) { | |
47 canvas.getContext("2d").drawImage(image, -0.5, -0.5, 300, 300); | |
48 } | |
49 | |
50 function draw() { | |
51 drawToCanvas(document.getElementsByTagName("canvas")[0]); | |
52 var canvas1 = document.getElementsByTagName("canvas")[1]; | |
53 var canvas2 = document.getElementsByTagName("canvas")[2]; | |
54 drawToCanvas(canvas1); | |
55 drawToCanvas(canvas2); | |
56 // The first canvas stays pixelated. Flip the pixelated-ness of the | |
57 // other two. | |
58 canvas1.style.imageRendering = "auto"; | |
59 canvas2.style.imageRendering = "pixelated"; | |
60 } | |
61 window.onload = draw; | |
62 </script> | |
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