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81 lines
2.4 KiB
HTML
81 lines
2.4 KiB
HTML
<!--
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/*
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** Copyright (c) 2014 The Khronos Group Inc.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a
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** copy of this software and/or associated documentation files (the
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** "Materials"), to deal in the Materials without restriction, including
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** without limitation the rights to use, copy, modify, merge, publish,
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** distribute, sublicense, and/or sell copies of the Materials, and to
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** permit persons to whom the Materials are furnished to do so, subject to
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** the following conditions:
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**
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** The above copyright notice and this permission notice shall be included
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** in all copies or substantial portions of the Materials.
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**
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** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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<script src="../../js/js-test-pre.js"></script>
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<script src="../../js/webgl-test-utils.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<script>
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"use strict";
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description("Test ARRAY_BUFFER deletion when a vertex attrib array with location != 0 is pointing to it and preserveDrawingBuffer is true.");
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var canvas = document.createElement('canvas');
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document.body.appendChild(canvas);
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canvas.addEventListener(
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"webglcontextlost",
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function(event) {
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testFailed("Context lost");
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event.preventDefault();
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},
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false);
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var wtu = WebGLTestUtils;
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var gl = wtu.create3DContext(canvas, {preserveDrawingBuffer: true});
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shouldBeNonNull("gl");
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var array = new Float32Array([0]);
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var buf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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gl.bufferData(gl.ARRAY_BUFFER, array, gl.STATIC_DRAW);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR);
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var attribLocation = 1;
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gl.enableVertexAttribArray(attribLocation);
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gl.vertexAttribPointer(attribLocation, 1, gl.FLOAT, false, 0, 0);
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gl.deleteBuffer(buf);
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setTimeout(function() {
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// Wait for possible context loss
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finishTest();
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}, 2000);
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var successfullyParsed = true;
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</script>
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</body>
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</html>
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