Android WebKit subsamples all images loaded in WebKit if they exceed a
certain threshold of memory usage, reducing the image quality:

http://android.git.kernel.org/?p=platform/external/webkit.git;a=blob;f=WebCore/platform/graphics/android/ImageSourceAndroid.cpp#l299

The image loader discards the orignal image for Image objects and make
no way access this data or flag the image somehow "oh please god don't
this for my images".

This is very bad considering HTML5 web app development. The
application developer really wants to load his images with data
intact, no matter how big they are. Even though normal web surfing
greatly benefits for this behavior, it would be sensible to give an
option not to do this and give the website author an opportunity to
opt-out from subsampling.

Use caser for big images are: game graphics, CSS sprites, maps, etc.
The modern devices surely can handle big images as you can easily
create 4000 x 4000 <canvas>.

Other platforms don't seem to have this behavior (iOS, Firefox
Mobile).

One of current workarounds is to create a big <canvas>, preprocess
images to slices on server-side and then fuse images back together at
client side on the canvas.

Where should I contact about the issue, so that this may get fixed in
the future?

More info:

http://stackoverflow.com/questions/6632140/android-pixel-quality-reduction-in-images-loaded-in-webview

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