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Side by Side Diff: LayoutTests/fast/canvas/pixelated-canvas.html

Issue 562583002: Implement image-rendering:pixelated for accelerated 2D canvases. (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Don't call setImageInterpolationQuality Created 6 years ago
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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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