| Index: LayoutTests/fast/canvas/pixelated-resize.html
|
| diff --git a/LayoutTests/fast/canvas/pixelated-resize.html b/LayoutTests/fast/canvas/pixelated-resize.html
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..723a0d5fb9914ec050952c15eccbb25f20b05122
|
| --- /dev/null
|
| +++ b/LayoutTests/fast/canvas/pixelated-resize.html
|
| @@ -0,0 +1,37 @@
|
| +<!DOCTYPE html>
|
| +<style>
|
| + img {
|
| + display: none;
|
| + }
|
| + canvas {
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| + width: 100px;
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| + height: 100px;
|
| + image-rendering: pixelated;
|
| + }
|
| +</style>
|
| +<body>
|
| + <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAYAAABytg0kAAAAFElEQVQIHWP4z8DwHwyBNJDN8B8AQNEG+t5Ik2kAAAAASUVORK5CYII=">
|
| + <!-- Test that resizing a pixelated canvas works. -->
|
| + <!-- The canvas should be upscaled without blurring. -->
|
| + <canvas width="4" height="4"></canvas>
|
| +</body>
|
| +<script>
|
| + // Ignore the render tree.
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| + if (window.testRunner)
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| + window.testRunner.dumpAsTextWithPixelResults();
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| +
|
| + function drawToCanvas(canvas) {
|
| + var ctx = canvas.getContext("2d")
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| + ctx.drawImage(document.getElementsByTagName("img")[0], 1, 1);
|
| + }
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| +
|
| + function draw() {
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| + var canvas = document.getElementsByTagName("canvas")[0];
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| + drawToCanvas(canvas);
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| + // Resize so that the image buffer is reset.
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| + canvas.width = 5;
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| + canvas.style.width = "201px";
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| + drawToCanvas(canvas);
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| + }
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| + window.onload = draw;
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| +</script>
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|
|