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| 1 <!DOCTYPE html> |
| 2 <style> |
| 3 img { |
| 4 display: none; |
| 5 } |
| 6 canvas { |
| 7 width: 100px; |
| 8 height: 100px; |
| 9 image-rendering: pixelated; |
| 10 } |
| 11 </style> |
| 12 <body> |
| 13 <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAYAAABytg0k
AAAAFElEQVQIHWP4z8DwHwyBNJDN8B8AQNEG+t5Ik2kAAAAASUVORK5CYII="> |
| 14 <!-- Test that drawing a pixelated canvas with another pixelated canvas as s
ource works. --> |
| 15 <!-- Both canvases should be upscaled without blurring. --> |
| 16 <canvas class="canvas0" width="4" height="4"></canvas> |
| 17 <canvas class="canvas1" width="4" height="4"></canvas> |
| 18 </body> |
| 19 <script> |
| 20 // Ignore the render tree. |
| 21 if (window.testRunner) |
| 22 window.testRunner.dumpAsTextWithPixelResults(); |
| 23 |
| 24 function drawToCanvas(canvas) { |
| 25 var ctx = canvas.getContext("2d") |
| 26 ctx.drawImage(document.getElementsByTagName("img")[0], 1, 1); |
| 27 } |
| 28 |
| 29 function draw() { |
| 30 var canvas0 = document.getElementsByTagName("canvas")[0]; |
| 31 var canvas1 = document.getElementsByTagName("canvas")[1]; |
| 32 drawToCanvas(canvas0); |
| 33 canvas1.getContext("2d").drawImage(canvas0, 0, 0); |
| 34 } |
| 35 window.onload = draw; |
| 36 </script> |
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