Index: LayoutTests/fast/canvas/pixelated.html |
diff --git a/LayoutTests/fast/canvas/pixelated.html b/LayoutTests/fast/canvas/pixelated.html |
new file mode 100644 |
index 0000000000000000000000000000000000000000..facf53f31f6f2bc6e05b31c078d1b94a963356a1 |
--- /dev/null |
+++ b/LayoutTests/fast/canvas/pixelated.html |
@@ -0,0 +1,62 @@ |
+<!DOCTYPE html> |
+<style> |
+ img { |
+ display: none; |
+ } |
+ canvas { |
+ 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.
|
+ height: 1000px; |
+ image-rendering: pixelated; |
+ } |
+ .canvas0 { |
+ position: absolute; |
+ top: 0; |
+ left: 0; |
+ z-index: 0; |
+ } |
+ .canvas1 { |
+ position: absolute; |
+ top: 250px; |
+ left: 250px; |
+ z-index: 1; |
+ } |
+ .canvas2 { |
+ position: absolute; |
+ top: 500px; |
+ left: 500px; |
+ z-index: 2; |
+ image-rendering: auto; |
+ } |
+</style> |
+<body> |
+ <img src="resources/dice_alpha.png"> |
+ <!-- Test that gpu accelerated canvases work with pixelated. --> |
+ <!-- Canvases should be overlaid at an offset. Only the middle one should be blurred. --> |
+ <canvas class="canvas0" width="300" height="300"></canvas> |
+ <canvas class="canvas1" width="300" height="300"></canvas> |
+ <canvas class="canvas2" width="300" height="300"></canvas> |
+</body> |
+<script> |
+ // Ignore the render tree. |
+ if (window.testRunner) |
+ window.testRunner.dumpAsTextWithPixelResults(); |
+ |
+ var image = document.getElementsByTagName("img")[0]; |
+ |
+ function drawToCanvas(canvas) { |
+ canvas.getContext("2d").drawImage(image, -0.5, -0.5, 300, 300); |
+ } |
+ |
+ function draw() { |
+ drawToCanvas(document.getElementsByTagName("canvas")[0]); |
+ var canvas1 = document.getElementsByTagName("canvas")[1]; |
+ var canvas2 = document.getElementsByTagName("canvas")[2]; |
+ drawToCanvas(canvas1); |
+ drawToCanvas(canvas2); |
+ // The first canvas stays pixelated. Flip the pixelated-ness of the |
+ // other two. |
+ canvas1.style.imageRendering = "auto"; |
+ canvas2.style.imageRendering = "pixelated"; |
+ } |
+ window.onload = draw; |
+</script> |