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HTML

              
                <!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>SVG to canvas to file</title>
</head>
<body>
  <div>
    <p>This Pen intends to show a problem when writing an SVG to a canvas and then downloading that canvas to PNG when devicePixelRatio is something other than 1. On a MacBook Pro with retina display devicePixelRatio is 2. In order for the canvas not to be blurry it needs to be scaled up by a factor of 2. When drawn to the screen it can easily be scaled down again with CSS, creating a sharp image. However, downloading the canvas as a PNG will then result in an image twice the intended size.</p>
    <p><strong>My question: is there a way to generate an SVG to PNG that is both sharp and the same size as the SVG?</strong></p>
  </div>
  <div id="my-div">
    <div style="display: inline-block; vertical-align: top">
      <p>SVG</p>
      <svg id="my-svg" width="300" height="300" viewBox="0 0 300 300">
        <circle cx="75" cy="75" r="70" fill="Coral" stroke="Firebrick" stroke-width="5"></circle>
        <circle cx="225" cy="75" r="70" fill="blue" stroke="SkyBlue" stroke-width="5"></circle>
        <circle cx="75" cy="225" r="70" fill="SkyBlue" stroke="SteelBlue" stroke-width="5"></circle>
        <circle cx="225" cy="225" r="70" fill="Firebrick" stroke="Coral" stroke-width="5"></circle>
        <circle cx="150" cy="150" r="90" fill="SteelBlue" stroke="MediumAquamarine" stroke-width="5"></circle>
        <text x="30" y="30" font-size="40" fill="#191919">Hello World!</text>
        <text x="30" y="60" font-size="40" fill="#FFF">Hello World!</text>
        <text x="30" y="90" font-size="40" fill="#191919">Hello World!</text>
        <text x="30" y="120" font-size="40" fill="#FFF">Hello World!</text>
        <text id="my-text" x="30" y="150" font-size="40" fill="#191919">Hello World!</text>
        <text x="30" y="180" font-size="40" fill="#FFF">Hello World!</text>
        <text x="30" y="210" font-size="40" fill="#191919">Hello World!</text>
        <text x="30" y="240" font-size="40" fill="#FFF">Hello World!</text>
        <text x="30" y="270" font-size="40" fill="#191919">Hello World!</text>
        <text x="30" y="300" font-size="40" fill="#FFF">Hello World!</text>
      </svg>      
    </div>
    <div id="my-target-1" style="display: inline-block; vertical-align: top">
      <p>Canvas with no scaling</p>
      <canvas id="my-canvas-1"></canvas>
      <p>Image from canvas</p>
    </div>
    <div id="my-target-2" style="display: inline-block; vertical-align: top">
      <p>Canvas with scaling</p>
      <canvas id="my-canvas-2"></canvas>
      <p>Image from canvas</p>
    </div>
  </div>
</body>
</html>
              
            
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CSS

              
                
              
            
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JS

              
                let svg = document.getElementById('my-svg');
let canvas1 = document.getElementById('my-canvas-1');
let canvas2 = document.getElementById('my-canvas-2');
let text = document.getElementById('my-text');
let div = document.getElementById('my-div');
let target1 = document.getElementById('my-target-1');
let target2 = document.getElementById('my-target-2');
let dpr = window.devicePixelRatio;
text.textContent = `dpr: ${dpr}`;
if (dpr === 1) {
	alert('This Fiddle is intended to show a problem when devicePixelRatio !== 1.');
}
let svgToCanvas = (svg, canvas, scale) => {
	let p = new Promise(function (resolve, reject) {
  	let w = svg.getAttribute('width');
    let h = svg.getAttribute('height');
    canvas.width = w * scale;
    canvas.height = h * scale;
    canvas.style.width = `${w}px`;
    canvas.style.height = `${h}px`;
    let ctx = canvas.getContext('2d');
    ctx.scale(scale, scale);
    let img = new Image();
    svg_xml = (new XMLSerializer()).serializeToString(svg);
    img.onload = function () {
      ctx.drawImage(img, 0, 0);
      resolve(canvas);
    }
    img.src = 'data:image/svg+xml;base64,' + btoa(svg_xml);
  });
  return p;
};
let doTheBusiness = (canvas, target, scale, name, click) => {
	let url = canvas.toDataURL();
  let img = document.createElement('img');
  img.width = canvas.width / scale;
  img.height = canvas.height / scale;
  img.src = url;
  target.appendChild(img);
  let p = document.createElement('p');
	let a = document.createElement('a');
  a.download = name;
  a.href = url;
  a.textContent = 'Download image';
  p.appendChild(a);
  target.appendChild(p);
  if (click) {
	  a.click();  
  }
  // a.click();
  // document.body.removeChild(a);
  // delete a;
};
svgToCanvas(svg, canvas1, 1).then(canvas => 
doTheBusiness(canvas, target1, 1, 'correctSizePngButBlurry.png'));
svgToCanvas(svg, canvas2, dpr).then(canvas => doTheBusiness(canvas, target2, dpr, 'wrongSizePngButNotBlurry.png'));
              
            
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999px

Console