Glwrap isn't the area to look in. It's just helper functions and functions to draw batches of images. As I recall the area to look in is preview.js. The layout class has two functions draw() and drawgl(), that's the lowest point where the drawing takes place. Before those are called I think there's some init code that sets up the canvas size and some variables for scale.
My thought is if you use the unscaled canvas mode you can then take that image and draw that to a full screen canvas. I'm unconvinced it will be faster in the case of canvas2d especially with the need of another canvas. Also unless point sampling is available it will look blurry in canvas2d.
For the case of using webgl you could try the same method but It may run into performance issues like my canvas plugin has with webgl. But that's just what I've gathered in the process of making my paster plugin.
Anyway happy hacking. You'll no doubt Learn a lot about what makes c2 tick.