Thanks, but I still can't figure it out. I added some logging, and it
all seems to work, except for drawImage which doesn't draw anything.
The image is 16x16 and data:image/png,base64,... displays the correct
image when I paste it into the address bar.

<html>
<head><script>

function draw() {
  var canvas = document.getElementById('canvas');
  var ctx = canvas.getContext('2d');

  var img = new Image();
  img.src = "data:image/png;base64,...";

  console.log(ctx); // CanvasRenderingContext2D object
  console.log(img); // <img src=​"data:​image/​png;​base64,...">

  ctx.save();
  ctx.clearRect(0,0,canvas.width,canvas.height);
  ctx.drawImage(img,0,0);
  ctx.restore();

  console.log(ctx.getImageData(0,0,canvas.width,canvas.height));
  // ImageData object with 19x19 CanvasPixelArray
  // all 19*19*4 values are 0

  return ctx.getImageData(0,0,canvas.width,canvas.height);
}

function init() {
  chrome.browserAction.setIcon({imageData:draw()});
}

</script></head>

<body onload="init()">
  <canvas id="canvas" width="19" height="19"></canvas>
</body>

</html>

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