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webgl: Add test for WebGL vertex attributes out of bounds.
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@ -6423,6 +6423,12 @@
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"url": "/_mozilla/mozilla/webgl/get_supported_extensions.html"
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}
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],
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"mozilla/webgl/invalid_vertex_attributes.html": [
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{
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"path": "mozilla/webgl/invalid_vertex_attributes.html",
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"url": "/_mozilla/mozilla/webgl/invalid_vertex_attributes.html"
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}
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],
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"mozilla/websocket_connection_fail.html": [
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{
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"path": "mozilla/websocket_connection_fail.html",
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@ -0,0 +1,60 @@
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<!doctype html>
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<meta charset="utf-8">
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<title>Validation of out-of-bounds vertex attributes</title>
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<script src="/resources/testharness.js"></script>
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<script src="/resources/testharnessreport.js"></script>
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<script id="shader-fs" type="x-shader/x-fragment">
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precision mediump float;
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void main() {
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gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
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}
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</script>
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<script id="shader-vs" type="x-shader/x-vertex">
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void main() {
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}
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</script>
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<script type="application/x-javascript">
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function getShader(gl, id) {
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var shaderScript = document.getElementById(id);
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if (!shaderScript)
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return null;
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var type = (shaderScript.getAttribute('type') == "x-shader/x-fragment") ?
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gl.FRAGMENT_SHADER : gl.VERTEX_SHADER;
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var shader = gl.createShader(type);
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gl.shaderSource(shader, shaderScript.textContent);
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gl.compileShader(shader);
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assert_true(!!gl.getShaderParameter(shader, gl.COMPILE_STATUS), shaderScript.textContent + '\n' + gl.getShaderInfoLog(shader));
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return shader;
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}
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</script>
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<canvas id="canvas"></canvas>
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<script>
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test(function() {
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var canvas = document.getElementById("canvas");
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var gl = canvas.getContext("experimental-webgl");
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assert_true(!!gl);
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var shaderProgram = gl.createProgram();
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var vertexShader = getShader(gl, "shader-vs");
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gl.attachShader(shaderProgram, vertexShader);
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var fragmentShader = getShader(gl, "shader-fs");
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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gl.useProgram(shaderProgram);
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assert_true(gl.getError() == gl.NO_ERROR);
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// -1 is what it's returned from a not found attribute.
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gl.enableVertexAttribArray(-1);
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assert_true(gl.getError() == gl.INVALID_VALUE);
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assert_true(gl.getError() == gl.NO_ERROR);
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gl.vertexAttribPointer(-1, 2, gl.FLOAT, false, 0, 0);
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assert_true(gl.getError() == gl.INVALID_VALUE);
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assert_true(gl.getError() == gl.NO_ERROR);
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gl.vertexAttrib1f(-1, 3.0);
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assert_true(gl.getError() == gl.INVALID_VALUE);
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});
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</script>
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</html>
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