By the looks of it you need to actually pass drawImage an image object like so
var canvas = document.getElementById("c");_x000D_
var ctx = canvas.getContext("2d");_x000D_
_x000D_
var image = new Image();_x000D_
image.onload = function() {_x000D_
ctx.drawImage(image, 0, 0);_x000D_
};_x000D_
image.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAIAAAACDbGyAAAAAXNSR0IArs4c6QAAAAlwSFlzAAALEwAACxMBAJqcGAAAAAd0SU1FB9oMCRUiMrIBQVkAAAAZdEVYdENvbW1lbnQAQ3JlYXRlZCB3aXRoIEdJTVBXgQ4XAAAADElEQVQI12NgoC4AAABQAAEiE+h1AAAAAElFTkSuQmCC";
_x000D_
<canvas id="c"></canvas>
_x000D_
I've tried it in chrome and it works fine.