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<title>WebGL clear after copyTexImage2D with a non-pure color</title>
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"use strict";
// This test verifies a Intel D3D driver bug.
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas", {"antialias" : "true"});

function testClearAfterCopyTexImage2DWithoutPureOneOrZero(clearColor, expectedColor)
{
  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  gl.clearColor(0, 0, 0, 1);
  gl.clear(gl.COLOR_BUFFER_BIT);

  var width = 16;
  var height = 16;
  var texture = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, texture);
  gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0);
  gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
  gl.clear(gl.COLOR_BUFFER_BIT);

  wtu.checkCanvasRect(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, expectedColor);

  gl.bindTexture(gl.TEXTURE_2D, null);
  gl.deleteTexture(texture);
}

description("Test that if clear with a color that has non-0/1 RGB components after copyTexImage2D, the final render color should be consistent with the clear color.");

for(var index = 0; index < 3; index++)
{
  var clearColor = [0, 0, 0, 1];
  var expectedColor = [0, 0, 0, 255];
  clearColor[index] = 0.8;
  expectedColor[index] = 255 * clearColor[index];
  testClearAfterCopyTexImage2DWithoutPureOneOrZero(clearColor, expectedColor);
}

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