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-rw-r--r--layout/reftests/svg/as-image/canvas-drawImage-scale-1b.html28
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diff --git a/layout/reftests/svg/as-image/canvas-drawImage-scale-1b.html b/layout/reftests/svg/as-image/canvas-drawImage-scale-1b.html
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+<html class="reftest-wait">
+ <head>
+ <script type="text/javascript">
+ function go() {
+ var canvas = document.getElementById("canvas");
+ var ctx = canvas.getContext("2d");
+
+ // Draw some orange
+ ctx.fillStyle = "orange";
+ ctx.fillRect(0, 0, 100, 100);
+
+ // Instantiate an image. Once it has loaded, draw it & take snapshot.
+ var image = new Image();
+ image.onload = function() {
+ // Note that our canvas is 100x100, so our scaled 200x200 image will
+ // get cropped to 100x100.
+ ctx.scale(2, 2); // Scale our image-drawing by 2
+ ctx.drawImage(image, 0, 0);
+ document.documentElement.removeAttribute("class");
+ }
+ image.src ="lime100x100.svg";
+ }
+ </script>
+ </head>
+ <body onload="go()">
+ <canvas id="canvas" width="100" height="100"></canvas>
+</body>
+</html>