| 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..3b895d1b1a5e2584e4c20efb4a7726d2bca4c654
|
| --- /dev/null
|
| +++ b/LayoutTests/fast/canvas/pixelated.html
|
| @@ -0,0 +1,45 @@
|
| +<!DOCTYPE html>
|
| +<style>
|
| + img {
|
| + display: none;
|
| + }
|
| + canvas {
|
| + width: 100px;
|
| + height: 100px;
|
| + image-rendering: pixelated;
|
| + }
|
| + .canvas2 {
|
| + image-rendering: auto;
|
| + }
|
| +</style>
|
| +<body>
|
| + <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAYAAABytg0kAAAAFElEQVQIHWP4z8DwHwyBNJDN8B8AQNEG+t5Ik2kAAAAASUVORK5CYII=">
|
| + <!-- Test that gpu accelerated canvases work with pixelated. -->
|
| + <!-- The result is 3 canvases, each with a 2x2 block of colors. Only the middle canvas should be blurred. -->
|
| + <canvas class="canvas0" width="4" height="4"></canvas>
|
| + <canvas class="canvas1" width="4" height="4"></canvas>
|
| + <canvas class="canvas2" width="4" height="4"></canvas>
|
| +</body>
|
| +<script>
|
| + // Ignore the render tree.
|
| + if (window.testRunner)
|
| + window.testRunner.dumpAsTextWithPixelResults();
|
| +
|
| + function drawToCanvas(canvas) {
|
| + var ctx = canvas.getContext("2d")
|
| + ctx.drawImage(document.getElementsByTagName("img")[0], 1, 1);
|
| + }
|
| +
|
| + 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>
|
|
|