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+++ b/dom/canvas/test/webgl-conf/checkout/conformance/textures/misc/texture-transparent-pixels-initialized.html
@@ -0,0 +1,87 @@
+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
+<script src="../../../js/js-test-pre.js"></script>
+<script src="../../../js/webgl-test-utils.js"></script>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+var gl = null;
+var texture;
+var textureLoc = null;
+var successfullyParsed = false;
+
+function init()
+{
+ description('Tests there is no garbage in transparent regions of images uploaded as textures');
+
+ wtu = WebGLTestUtils;
+ gl = wtu.create3DContext("example");
+ var program = wtu.setupTexturedQuad(gl);
+ gl.clearColor(0.5,0.5,0.5,1);
+ gl.clearDepth(1);
+
+ textureLoc = gl.getUniformLocation(program, "tex");
+
+ // The input texture has 8 characters; take the leftmost one
+ var coeff = 1.0 / 8.0;
+ var texCoords = new Float32Array([
+ coeff, 1.0,
+ 0.0, 1.0,
+ 0.0, 0.0,
+ coeff, 1.0,
+ 0.0, 0.0,
+ coeff, 0.0]);
+
+ var vbo = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
+ gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
+
+ texture = wtu.loadTexture(gl, "../../../resources/bug-32888-texture.png", runTest);
+}
+
+// These two declarations need to be global for "shouldBe" to see them
+var buf = null;
+var idx = 0;
+
+function runTest()
+{
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.enable(gl.BLEND);
+ gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
+ // Bind the texture to texture unit 0
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ // Point the uniform sampler to texture unit 0
+ gl.uniform1i(textureLoc, 0);
+ // Draw the triangles
+ wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
+
+ // Spot check a couple of 2x2 regions in the upper and lower left
+ // corners; they should be the rgb values in the texture.
+ var color = [0, 0, 0];
+ debug("Checking lower left corner");
+ wtu.checkCanvasRect(gl, 1, gl.canvas.height - 3, 2, 2, color,
+ "shouldBe " + color);
+ debug("Checking upper left corner");
+ wtu.checkCanvasRect(gl, 1, 1, 2, 2, color,
+ "shouldBe " + color);
+
+ finishTest();
+}
+</script>
+</head>
+<body onload="init()">
+<canvas id="example" width="32" height="32"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+</body>
+</html>