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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 .canvas2 { |
| 12 image-rendering: auto; |
| 13 } |
| 14 </style> |
| 15 <body> |
| 16 <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAYAAABytg0k
AAAAFElEQVQIHWP4z8DwHwyBNJDN8B8AQNEG+t5Ik2kAAAAASUVORK5CYII="> |
| 17 <!-- Test that gpu accelerated canvases work with pixelated. --> |
| 18 <!-- The result is 3 canvases, each with a 2x2 block of colors. Only the mid
dle canvas should be blurred. --> |
| 19 <canvas class="canvas0" width="4" height="4"></canvas> |
| 20 <canvas class="canvas1" width="4" height="4"></canvas> |
| 21 <canvas class="canvas2" width="4" height="4"></canvas> |
| 22 </body> |
| 23 <script> |
| 24 // Ignore the render tree. |
| 25 if (window.testRunner) |
| 26 window.testRunner.dumpAsTextWithPixelResults(); |
| 27 |
| 28 function drawToCanvas(canvas) { |
| 29 var ctx = canvas.getContext("2d") |
| 30 ctx.drawImage(document.getElementsByTagName("img")[0], 1, 1); |
| 31 } |
| 32 |
| 33 function draw() { |
| 34 drawToCanvas(document.getElementsByTagName("canvas")[0]); |
| 35 var canvas1 = document.getElementsByTagName("canvas")[1]; |
| 36 var canvas2 = document.getElementsByTagName("canvas")[2]; |
| 37 drawToCanvas(canvas1); |
| 38 drawToCanvas(canvas2); |
| 39 // The first canvas stays pixelated. Flip the pixelated-ness of the |
| 40 // other two. |
| 41 canvas1.style.imageRendering = "auto"; |
| 42 canvas2.style.imageRendering = "pixelated"; |
| 43 } |
| 44 window.onload = draw; |
| 45 </script> |
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