var canvas = document.createElement("canvas");
canvas.width = 1920;
canvas.height = 1080;
var context = canvas.getContext("2d");
context.getImageData(0, 0, 1, 1);
context.drawImage(canvas, 0, 0, 960, 540, 0, 0, 1920, 1080);
// Force the drawImage call to be evaluated within this benchmark code:
createImageBitmap(canvas, 0, 0, 1, 1).then(() => deferred.resolve());