blob: 10c2682e7be2a4c2b457002abcd4d110c22a898e [file] [log] [blame]
<!DOCTYPE html>
<style>
img {
display: none;
}
canvas {
width: 100px;
height: 100px;
image-rendering: pixelated;
}
</style>
<body>
<img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAYAAABytg0kAAAAFElEQVQIHWP4z8DwHwyBNJDN8B8AQNEG+t5Ik2kAAAAASUVORK5CYII=">
<!-- Test that drawing a pixelated canvas with another pixelated canvas as source works. -->
<!-- Both canvases should be upscaled without blurring. -->
<canvas class="canvas0" width="4" height="4"></canvas>
<canvas class="canvas1" 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() {
var canvas0 = document.getElementsByTagName("canvas")[0];
var canvas1 = document.getElementsByTagName("canvas")[1];
drawToCanvas(canvas0);
canvas1.getContext("2d").drawImage(canvas0, 0, 0);
}
window.onload = draw;
</script>