<!DOCTYPE html> <!-- Add a few levels of blur to put as at an earlier render pass than the rest of the browser UI. We then trigger a render pass with a larger border and a small rectangle. The border gets drawn in this pass because it goes into the texture cache, and the rectangle gets drawn in this pass because it gets an additional blur. A large item drawn to the texture cache in a pass where the other objects are small will trigger the allocation of a render target that's smaller than the large item, which is fine but triggered a panic before this bug was fixed. --> <div style="filter: blur(1px);"> <div style="filter: blur(1px);"> <div style="filter: blur(1px);"> <div style="background: green; height: 50px; width: 1000px; border: 10px dotted black;"></div> <div style="background: blue; height: 50px; width: 50px; filter: blur(1px);"</div> </div> </div> </div>