| Index: conformance/gl-object-get-calls.html
|
| ===================================================================
|
| --- conformance/gl-object-get-calls.html (revision 106149)
|
| +++ conformance/gl-object-get-calls.html (working copy)
|
| @@ -1,276 +0,0 @@
|
| -<!--
|
| -Copyright (C) 2011 Apple Computer, Inc. All rights reserved.
|
| -
|
| -Redistribution and use in source and binary forms, with or without
|
| -modification, are permitted provided that the following conditions
|
| -are met:
|
| -1. Redistributions of source code must retain the above copyright
|
| - notice, this list of conditions and the following disclaimer.
|
| -2. Redistributions in binary form must reproduce the above copyright
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| - notice, this list of conditions and the following disclaimer in the
|
| - documentation and/or other materials provided with the distribution.
|
| -
|
| -THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. AS IS AND ANY
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| -EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
| -IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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| -PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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| -CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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| -EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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| -PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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| -PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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| -OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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| -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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| -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| --->
|
| -<!DOCTYPE html>
|
| -<html>
|
| -<head>
|
| -<meta charset="utf-8">
|
| -<link rel="stylesheet" href="../resources/js-test-style.css"/>
|
| -<script src="../resources/js-test-pre.js"></script>
|
| -<script src="resources/webgl-test.js"></script>
|
| -</head>
|
| -<body>
|
| -<div id="description"></div>
|
| -<div id="console"></div>
|
| -
|
| -<script>
|
| -description("Test of get calls against GL objects like getBufferParameter, etc.");
|
| -
|
| -function sizeInBytes(type) {
|
| - switch (type) {
|
| - case gl.BYTE:
|
| - case gl.UNSIGNED_BYTE:
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| - return 1;
|
| - case gl.SHORT:
|
| - case gl.UNSIGNED_SHORT:
|
| - return 2;
|
| - case gl.INT:
|
| - case gl.UNSIGNED_INT:
|
| - case gl.FLOAT:
|
| - return 4;
|
| - default:
|
| - throw "unknown type";
|
| - }
|
| -}
|
| -
|
| -var gl = create3DContext();
|
| -
|
| -var standardVert = loadStandardVertexShader(gl);
|
| -var standardFrag = loadStandardFragmentShader(gl);
|
| -var standardProgram = gl.createProgram();
|
| -gl.attachShader(standardProgram, standardVert);
|
| -gl.attachShader(standardProgram, standardFrag);
|
| -gl.linkProgram(standardProgram);
|
| -var shaders = gl.getAttachedShaders(standardProgram);
|
| -shouldBe('shaders.length', '2');
|
| -shouldBeTrue('shaders[0] == standardVert && shaders[1] == standardFrag || shaders[1] == standardVert && shaders[0] == standardFrag');
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -shouldBeNull('gl.getAttachedShaders(null)');
|
| -glErrorShouldBe(gl, gl.INVALID_VALUE);
|
| -shouldThrow('gl.getAttachedShaders(standardVert)');
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| -// Test getBufferParameter
|
| -var buffer = gl.createBuffer();
|
| -gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
| -gl.bufferData(gl.ARRAY_BUFFER, 16, gl.DYNAMIC_DRAW);
|
| -shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE)', '16');
|
| -shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_USAGE)', 'gl.DYNAMIC_DRAW');
|
| -
|
| -// Test getFramebufferAttachmentParameter
|
| -var texture = gl.createTexture();
|
| -gl.bindTexture(gl.TEXTURE_2D, texture);
|
| -gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE,
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| - new Uint8Array([
|
| - 0, 0, 0, 255,
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| - 255, 255, 255, 255,
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| - 255, 255, 255, 255,
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| - 0, 0, 0, 255]));
|
| -gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
| -gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
| -gl.bindTexture(gl.TEXTURE_2D, null);
|
| -var framebuffer = gl.createFramebuffer();
|
| -gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
|
| -gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
| -var renderbuffer = gl.createRenderbuffer();
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 2, 2);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
|
| -// FIXME: on some machines (in particular the WebKit commit bots) the
|
| -// framebuffer status is FRAMEBUFFER_UNSUPPORTED; more investigation
|
| -// is needed why this is the case, because the FBO allocated
|
| -// internally by the WebKit implementation has almost identical
|
| -// parameters to this one. See https://bugs.webkit.org/show_bug.cgi?id=31843.
|
| -shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
|
| -shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.TEXTURE');
|
| -shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'texture');
|
| -shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL)', '0');
|
| -shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE)', '0');
|
| -
|
| -shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.RENDERBUFFER');
|
| -shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'renderbuffer');
|
| -
|
| -// Test getProgramParameter
|
| -shouldBe('gl.getProgramParameter(standardProgram, gl.DELETE_STATUS)', 'false');
|
| -shouldBe('gl.getProgramParameter(standardProgram, gl.LINK_STATUS)', 'true');
|
| -shouldBe('typeof gl.getProgramParameter(standardProgram, gl.VALIDATE_STATUS)', '"boolean"');
|
| -shouldBe('gl.getProgramParameter(standardProgram, gl.ATTACHED_SHADERS)', '2');
|
| -shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTES)', '2');
|
| -shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORMS)', '1');
|
| -
|
| -// Test getRenderbufferParameter
|
| -shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)', '2');
|
| -shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)', '2');
|
| -// Note: we can't test the actual value of the internal format since
|
| -// the implementation is allowed to change it.
|
| -shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)');
|
| -shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE)');
|
| -var colorbuffer = gl.createRenderbuffer();
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 2, 2);
|
| -shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)');
|
| -shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)');
|
| -shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)');
|
| -shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)');
|
| -
|
| -// Test getShaderParameter
|
| -shouldBe('gl.getShaderParameter(standardVert, gl.SHADER_TYPE)', 'gl.VERTEX_SHADER');
|
| -shouldBe('gl.getShaderParameter(standardVert, gl.DELETE_STATUS)', 'false');
|
| -shouldBe('gl.getShaderParameter(standardVert, gl.COMPILE_STATUS)', 'true');
|
| -
|
| -// Test getTexParameter
|
| -gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
|
| -gl.bindTexture(gl.TEXTURE_2D, texture);
|
| -gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
| -gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
| -gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
| -gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
| -shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER)', 'gl.NEAREST');
|
| -shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER)', 'gl.NEAREST');
|
| -shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S)', 'gl.CLAMP_TO_EDGE');
|
| -shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T)', 'gl.CLAMP_TO_EDGE');
|
| -
|
| -// Test getUniform with all variants of data types
|
| -// Boolean uniform variables
|
| -var boolProgram = loadProgram(gl, "resources/boolUniformShader.vert", "resources/noopUniformShader.frag");
|
| -shouldBe('gl.getProgramParameter(boolProgram, gl.LINK_STATUS)', 'true');
|
| -var bvalLoc = gl.getUniformLocation(boolProgram, "bval");
|
| -var bval2Loc = gl.getUniformLocation(boolProgram, "bval2");
|
| -var bval3Loc = gl.getUniformLocation(boolProgram, "bval3");
|
| -var bval4Loc = gl.getUniformLocation(boolProgram, "bval4");
|
| -gl.useProgram(boolProgram);
|
| -gl.uniform1i(bvalLoc, 1);
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| -gl.uniform2i(bval2Loc, 1, 0);
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| -gl.uniform3i(bval3Loc, 1, 0, 1);
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| -gl.uniform4i(bval4Loc, 1, 0, 1, 0);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -shouldBe('gl.getUniform(boolProgram, bvalLoc)', 'true');
|
| -shouldBe('gl.getUniform(boolProgram, bval2Loc)', '[true, false]');
|
| -shouldBe('gl.getUniform(boolProgram, bval3Loc)', '[true, false, true]');
|
| -shouldBe('gl.getUniform(boolProgram, bval4Loc)', '[true, false, true, false]');
|
| -// Integer uniform variables
|
| -var intProgram = loadProgram(gl, "resources/intUniformShader.vert", "resources/noopUniformShader.frag");
|
| -shouldBe('gl.getProgramParameter(intProgram, gl.LINK_STATUS)', 'true');
|
| -var ivalLoc = gl.getUniformLocation(intProgram, "ival");
|
| -var ival2Loc = gl.getUniformLocation(intProgram, "ival2");
|
| -var ival3Loc = gl.getUniformLocation(intProgram, "ival3");
|
| -var ival4Loc = gl.getUniformLocation(intProgram, "ival4");
|
| -gl.useProgram(intProgram);
|
| -gl.uniform1i(ivalLoc, 1);
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| -gl.uniform2i(ival2Loc, 2, 3);
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| -gl.uniform3i(ival3Loc, 4, 5, 6);
|
| -gl.uniform4i(ival4Loc, 7, 8, 9, 10);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -shouldBe('gl.getUniform(intProgram, ivalLoc)', '1');
|
| -shouldBe('gl.getUniform(intProgram, ival2Loc)', '[2, 3]');
|
| -shouldBe('gl.getUniform(intProgram, ival3Loc)', '[4, 5, 6]');
|
| -shouldBe('gl.getUniform(intProgram, ival4Loc)', '[7, 8, 9, 10]');
|
| -// Float uniform variables
|
| -var floatProgram = loadProgram(gl, "resources/floatUniformShader.vert", "resources/noopUniformShader.frag");
|
| -shouldBe('gl.getProgramParameter(floatProgram, gl.LINK_STATUS)', 'true');
|
| -var fvalLoc = gl.getUniformLocation(floatProgram, "fval");
|
| -var fval2Loc = gl.getUniformLocation(floatProgram, "fval2");
|
| -var fval3Loc = gl.getUniformLocation(floatProgram, "fval3");
|
| -var fval4Loc = gl.getUniformLocation(floatProgram, "fval4");
|
| -gl.useProgram(floatProgram);
|
| -gl.uniform1f(fvalLoc, 11);
|
| -gl.uniform2f(fval2Loc, 12, 13);
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| -gl.uniform3f(fval3Loc, 14, 15, 16);
|
| -gl.uniform4f(fval4Loc, 17, 18, 19, 20);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -shouldBe('gl.getUniform(floatProgram, fvalLoc)', '11');
|
| -shouldBe('gl.getUniform(floatProgram, fval2Loc)', '[12, 13]');
|
| -shouldBe('gl.getUniform(floatProgram, fval3Loc)', '[14, 15, 16]');
|
| -shouldBe('gl.getUniform(floatProgram, fval4Loc)', '[17, 18, 19, 20]');
|
| -// Sampler uniform variables
|
| -var samplerProgram = loadProgram(gl, "resources/noopUniformShader.vert", "resources/samplerUniformShader.frag");
|
| -shouldBe('gl.getProgramParameter(samplerProgram, gl.LINK_STATUS)', 'true');
|
| -var s2DValLoc = gl.getUniformLocation(samplerProgram, "s2D");
|
| -var sCubeValLoc = gl.getUniformLocation(samplerProgram, "sCube");
|
| -gl.useProgram(samplerProgram);
|
| -gl.uniform1i(s2DValLoc, 0);
|
| -gl.uniform1i(sCubeValLoc, 1);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -shouldBe('gl.getUniform(samplerProgram, s2DValLoc)', '0');
|
| -shouldBe('gl.getUniform(samplerProgram, sCubeValLoc)', '1');
|
| -// Matrix uniform variables
|
| -var matProgram = loadProgram(gl, "resources/matUniformShader.vert", "resources/noopUniformShader.frag");
|
| -shouldBe('gl.getProgramParameter(matProgram, gl.LINK_STATUS)', 'true');
|
| -var mval2Loc = gl.getUniformLocation(matProgram, "mval2");
|
| -var mval3Loc = gl.getUniformLocation(matProgram, "mval3");
|
| -var mval4Loc = gl.getUniformLocation(matProgram, "mval4");
|
| -gl.useProgram(matProgram);
|
| -gl.uniformMatrix2fv(mval2Loc, false, [1, 2, 3, 4]);
|
| -gl.uniformMatrix3fv(mval3Loc, false, [5, 6, 7, 8, 9, 10, 11, 12, 13]);
|
| -gl.uniformMatrix4fv(mval4Loc, false, [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -shouldBe('gl.getUniform(matProgram, mval2Loc)', '[1, 2, 3, 4]');
|
| -shouldBe('gl.getUniform(matProgram, mval3Loc)', '[5, 6, 7, 8, 9, 10, 11, 12, 13]');
|
| -shouldBe('gl.getUniform(matProgram, mval4Loc)', '[14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]');
|
| -
|
| -// Test getVertexAttrib
|
| -var array = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]);
|
| -gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
| -gl.bufferData(gl.ARRAY_BUFFER, array, gl.DYNAMIC_DRAW);
|
| -// Vertex attribute 0 is special in that it has no current state, so
|
| -// fetching GL_CURRENT_VERTEX_ATTRIB generates an error. Use attribute
|
| -// 1 for these tests instead.
|
| -gl.enableVertexAttribArray(1);
|
| -gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
|
| -shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)', 'buffer');
|
| -shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'true');
|
| -shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_SIZE)', '4');
|
| -// Stride MUST be the value the user put in.
|
| -shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '0');
|
| -shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_TYPE)', 'gl.FLOAT');
|
| -shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED)', 'false');
|
| -gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 36, 12);
|
| -shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '36');
|
| -shouldBe('gl.getVertexAttribOffset(1, gl.VERTEX_ATTRIB_ARRAY_POINTER)', '12');
|
| -gl.disableVertexAttribArray(1);
|
| -shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'false');
|
| -gl.vertexAttrib4f(1, 5, 6, 7, 8);
|
| -shouldBe('gl.getVertexAttrib(1, gl.CURRENT_VERTEX_ATTRIB)', '[5, 6, 7, 8]');
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| -// Test cases where name == 0
|
| -gl.deleteTexture(texture);
|
| -shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE');
|
| -gl.deleteRenderbuffer(renderbuffer);
|
| -shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE');
|
| -gl.deleteBuffer(buffer);
|
| -shouldBeNull('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)');
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| -successfullyParsed = true;
|
| -</script>
|
| -
|
| -<script src="../resources/js-test-post.js"></script>
|
| -</body>
|
| -</html>
|
|
|