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-rw-r--r--LayoutTests/fast/animation/request-animation-frame-timestamps-advance-expected.txt11
-rw-r--r--LayoutTests/fast/animation/request-animation-frame-timestamps-advance.html15
-rw-r--r--LayoutTests/fast/animation/script-tests/request-animation-frame-timestamps-advance.js37
-rw-r--r--LayoutTests/fast/canvas/webgl/gl-object-get-calls-expected.txt92
-rw-r--r--LayoutTests/fast/canvas/webgl/gl-object-get-calls.html252
-rw-r--r--LayoutTests/fast/canvas/webgl/object-deletion-behaviour-expected.txt322
-rw-r--r--LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html135
-rw-r--r--LayoutTests/fast/canvas/webgl/program-test.html311
8 files changed, 1175 insertions, 0 deletions
diff --git a/LayoutTests/fast/animation/request-animation-frame-timestamps-advance-expected.txt b/LayoutTests/fast/animation/request-animation-frame-timestamps-advance-expected.txt
new file mode 100644
index 0000000..ff09010
--- /dev/null
+++ b/LayoutTests/fast/animation/request-animation-frame-timestamps-advance-expected.txt
@@ -0,0 +1,11 @@
+Tests the timestamps provided to requestAnimationFrame callbacks advance
+
+On success, you will see a series of "PASS" messages, followed by "TEST COMPLETE".
+
+
+PASS firstTimestamp is defined.
+PASS secondTimestamp is defined.
+PASS secondTimestamp > firstTimestamp is true
+PASS successfullyParsed is true
+
+TEST COMPLETE
diff --git a/LayoutTests/fast/animation/request-animation-frame-timestamps-advance.html b/LayoutTests/fast/animation/request-animation-frame-timestamps-advance.html
new file mode 100644
index 0000000..b66b511
--- /dev/null
+++ b/LayoutTests/fast/animation/request-animation-frame-timestamps-advance.html
@@ -0,0 +1,15 @@
+<!DOCTYPE html>
+<html>
+<head>
+<link rel="stylesheet" href="../js/resources/js-test-style.css">
+<script src="../js/resources/js-test-pre.js"></script>
+</head>
+<body>
+<p id="description"></p>
+<div id="console"></div>
+<span id="e"></span>
+<span id="f"></span>
+<script src="script-tests/request-animation-frame-timestamps-advance.js"></script>
+<script src="../js/resources/js-test-post-function.js"></script>
+</body>
+</html>
diff --git a/LayoutTests/fast/animation/script-tests/request-animation-frame-timestamps-advance.js b/LayoutTests/fast/animation/script-tests/request-animation-frame-timestamps-advance.js
new file mode 100644
index 0000000..52d9b90
--- /dev/null
+++ b/LayoutTests/fast/animation/script-tests/request-animation-frame-timestamps-advance.js
@@ -0,0 +1,37 @@
+description("Tests the timestamps provided to requestAnimationFrame callbacks advance");
+
+function busyWait(millis) {
+ var start = Date.now();
+ while (Date.now()-start < millis) {}
+}
+
+var firstTimestamp = undefined;
+var secondTimestamp = undefined;
+
+window.webkitRequestAnimationFrame(function(timestamp) {
+ firstTimestamp = timestamp;
+ shouldBeDefined("firstTimestamp");
+ window.webkitRequestAnimationFrame(function(timestamp) {
+ secondTimestamp = timestamp;
+ shouldBeDefined("secondTimestamp");
+ shouldBeTrue("secondTimestamp > firstTimestamp");
+ isSuccessfullyParsed();
+ if (window.layoutTestController)
+ layoutTestController.notifyDone();
+ });
+ busyWait(10);
+ if (window.layoutTestController)
+ layoutTestController.display();
+});
+
+
+if (window.layoutTestController)
+ window.setTimeout(function() {
+ layoutTestController.display();
+ });
+
+
+if (window.layoutTestController)
+ layoutTestController.waitUntilDone();
+
+var successfullyParsed = true;
diff --git a/LayoutTests/fast/canvas/webgl/gl-object-get-calls-expected.txt b/LayoutTests/fast/canvas/webgl/gl-object-get-calls-expected.txt
new file mode 100644
index 0000000..c899480
--- /dev/null
+++ b/LayoutTests/fast/canvas/webgl/gl-object-get-calls-expected.txt
@@ -0,0 +1,92 @@
+Test of get calls against GL objects like getBufferParameter, etc.
+
+On success, you will see a series of "PASS" messages, followed by "TEST COMPLETE".
+
+PASS shaders.length is 2
+PASS shaders[0] == standardVert && shaders[1] == standardFrag || shaders[1] == standardVert && shaders[0] == standardFrag is true
+PASS getError was expected value: NO_ERROR :
+PASS gl.getAttachedShaders(null) is null
+PASS getError was expected value: INVALID_VALUE :
+PASS gl.getAttachedShaders(standardVert) threw exception TypeError: Type error.
+PASS getError was expected value: NO_ERROR :
+PASS gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) is 16
+PASS gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_USAGE) is gl.DYNAMIC_DRAW
+PASS getError was expected value: NO_ERROR :
+PASS getError was expected value: NO_ERROR :
+PASS getError was expected value: NO_ERROR :
+PASS gl.checkFramebufferStatus(gl.FRAMEBUFFER) is gl.FRAMEBUFFER_COMPLETE
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.TEXTURE
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is texture
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL) is 0
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE) is 0
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.RENDERBUFFER
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is renderbuffer
+PASS gl.getProgramParameter(standardProgram, gl.DELETE_STATUS) is false
+PASS gl.getProgramParameter(standardProgram, gl.LINK_STATUS) is true
+PASS typeof gl.getProgramParameter(standardProgram, gl.VALIDATE_STATUS) is "boolean"
+PASS gl.getProgramParameter(standardProgram, gl.ATTACHED_SHADERS) is 2
+PASS gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTES) is 2
+PASS gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORMS) is 1
+PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH) is 2
+PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT) is 2
+PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT) is non-zero.
+PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE) is non-zero.
+PASS getError was expected value: NO_ERROR :
+PASS getError was expected value: NO_ERROR :
+PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE) is non-zero.
+PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE) is non-zero.
+PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE) is non-zero.
+PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE) is non-zero.
+PASS gl.getShaderParameter(standardVert, gl.SHADER_TYPE) is gl.VERTEX_SHADER
+PASS gl.getShaderParameter(standardVert, gl.DELETE_STATUS) is false
+PASS gl.getShaderParameter(standardVert, gl.COMPILE_STATUS) is true
+PASS gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER) is gl.NEAREST
+PASS gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER) is gl.NEAREST
+PASS gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S) is gl.CLAMP_TO_EDGE
+PASS gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T) is gl.CLAMP_TO_EDGE
+PASS gl.getProgramParameter(boolProgram, gl.LINK_STATUS) is true
+PASS getError was expected value: NO_ERROR :
+PASS gl.getUniform(boolProgram, bvalLoc) is true
+PASS gl.getUniform(boolProgram, bval2Loc) is [true, false]
+PASS gl.getUniform(boolProgram, bval3Loc) is [true, false, true]
+PASS gl.getUniform(boolProgram, bval4Loc) is [true, false, true, false]
+PASS gl.getProgramParameter(intProgram, gl.LINK_STATUS) is true
+PASS getError was expected value: NO_ERROR :
+PASS gl.getUniform(intProgram, ivalLoc) is 1
+PASS gl.getUniform(intProgram, ival2Loc) is [2, 3]
+PASS gl.getUniform(intProgram, ival3Loc) is [4, 5, 6]
+PASS gl.getUniform(intProgram, ival4Loc) is [7, 8, 9, 10]
+PASS gl.getProgramParameter(floatProgram, gl.LINK_STATUS) is true
+PASS getError was expected value: NO_ERROR :
+PASS gl.getUniform(floatProgram, fvalLoc) is 11
+PASS gl.getUniform(floatProgram, fval2Loc) is [12, 13]
+PASS gl.getUniform(floatProgram, fval3Loc) is [14, 15, 16]
+PASS gl.getUniform(floatProgram, fval4Loc) is [17, 18, 19, 20]
+PASS gl.getProgramParameter(samplerProgram, gl.LINK_STATUS) is true
+PASS getError was expected value: NO_ERROR :
+PASS gl.getUniform(samplerProgram, s2DValLoc) is 0
+PASS gl.getUniform(samplerProgram, sCubeValLoc) is 1
+PASS gl.getProgramParameter(matProgram, gl.LINK_STATUS) is true
+PASS getError was expected value: NO_ERROR :
+PASS gl.getUniform(matProgram, mval2Loc) is [1, 2, 3, 4]
+PASS gl.getUniform(matProgram, mval3Loc) is [5, 6, 7, 8, 9, 10, 11, 12, 13]
+PASS gl.getUniform(matProgram, mval4Loc) is [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is buffer
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED) is true
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_SIZE) is 4
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE) is 0
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_TYPE) is gl.FLOAT
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED) is false
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE) is 36
+PASS gl.getVertexAttribOffset(1, gl.VERTEX_ATTRIB_ARRAY_POINTER) is 12
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED) is false
+PASS gl.getVertexAttrib(1, gl.CURRENT_VERTEX_ATTRIB) is [5, 6, 7, 8]
+PASS getError was expected value: NO_ERROR :
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.NONE
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.NONE
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is null
+PASS getError was expected value: NO_ERROR :
+PASS successfullyParsed is true
+
+TEST COMPLETE
+
diff --git a/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html b/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html
new file mode 100644
index 0000000..92a7ecb
--- /dev/null
+++ b/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html
@@ -0,0 +1,252 @@
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<link rel="stylesheet" href="../../js/resources/js-test-style.css"/>
+<script src="../../js/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:
+ 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,
+ new Uint8Array([
+ 0, 0, 0, 255,
+ 255, 255, 255, 255,
+ 255, 255, 255, 255,
+ 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);
+gl.uniform2i(bval2Loc, 1, 0);
+gl.uniform3i(bval3Loc, 1, 0, 1);
+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);
+gl.uniform2i(ival2Loc, 2, 3);
+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);
+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="../../js/resources/js-test-post.js"></script>
+</body>
+</html>
diff --git a/LayoutTests/fast/canvas/webgl/object-deletion-behaviour-expected.txt b/LayoutTests/fast/canvas/webgl/object-deletion-behaviour-expected.txt
new file mode 100644
index 0000000..5452d3f
--- /dev/null
+++ b/LayoutTests/fast/canvas/webgl/object-deletion-behaviour-expected.txt
@@ -0,0 +1,322 @@
+Tests deletion behavior for texture, renderbuffer, shader, and program
+
+On success, you will see a series of "PASS" messages, followed by "TEST COMPLETE".
+
+
+shader and program deletion
+PASS vertex shader loaded
+PASS fragment shader loaded
+PASS program is non-null.
+PASS gl.attachShader(program, vertexShader) was expected value: NO_ERROR.
+PASS gl.attachShader(program, fragmentShader) was expected value: NO_ERROR.
+PASS gl.linkProgram(program) was expected value: NO_ERROR.
+PASS gl.getProgramParameter(program, gl.LINK_STATUS) is true
+PASS gl.useProgram(program) was expected value: NO_ERROR.
+PASS gl.deleteShader(vertexShader) was expected value: NO_ERROR.
+PASS gl.isShader(vertexShader) is true
+PASS gl.getShaderParameter(vertexShader, gl.DELETE_STATUS) is true
+PASS gl.detachShader(program, vertexShader) was expected value: NO_ERROR.
+PASS gl.isShader(vertexShader) is false
+PASS gl.deleteShader(fragmentShader) was expected value: NO_ERROR.
+PASS gl.isShader(fragmentShader) is true
+PASS gl.getShaderParameter(fragmentShader, gl.DELETE_STATUS) is true
+PASS gl.deleteProgram(program) was expected value: NO_ERROR.
+PASS gl.isProgram(program) is true
+PASS gl.getProgramParameter(program, gl.DELETE_STATUS) is true
+PASS gl.useProgram(null) was expected value: NO_ERROR.
+PASS gl.isProgram(program) is false
+PASS gl.isShader(fragmentShader) is false
+
+texture deletion
+PASS fbo is non-null.
+PASS fbo2 is non-null.
+PASS fbo3 is non-null.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS tex is non-null.
+PASS gl.bindTexture(gl.TEXTURE_2D, tex) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.TEXTURE_BINDING_2D) is tex
+PASS gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0) was expected value: NO_ERROR.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is tex
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.TEXTURE
+PASS gl.deleteTexture(tex) was expected value: NO_ERROR.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.NONE
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) was expected value: INVALID_ENUM.
+PASS gl.isTexture(tex) is false
+PASS gl.getParameter(gl.TEXTURE_BINDING_2D) is null
+PASS gl.bindTexture(gl.TEXTURE_2D, tex) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.TEXTURE_BINDING_2D) is null
+PASS texCubeMap is non-null.
+PASS gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP) is texCubeMap
+PASS gl.deleteTexture(texCubeMap) was expected value: NO_ERROR.
+PASS gl.isTexture(texCubeMap) is false
+PASS gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP) is null
+PASS gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP) is null
+PASS t is non-null.
+PASS gl.bindTexture(gl.TEXTURE_2D, t) was expected value: NO_ERROR.
+PASS gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) was expected value: NO_ERROR.
+PASS gl.deleteTexture(t) was expected value: NO_ERROR.
+PASS gl.bindTexture(gl.TEXTURE_2D, t) was expected value: NO_ERROR.
+PASS gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) was expected value: INVALID_OPERATION.
+PASS t2 is non-null.
+PASS gl.activeTexture(gl.TEXTURE0) was expected value: NO_ERROR.
+PASS gl.bindTexture(gl.TEXTURE_2D, t2) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.TEXTURE_BINDING_2D) is t2
+PASS gl.activeTexture(gl.TEXTURE1) was expected value: NO_ERROR.
+PASS gl.bindTexture(gl.TEXTURE_2D, t2) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.TEXTURE_BINDING_2D) is t2
+PASS gl.deleteTexture(t2) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.TEXTURE_BINDING_2D) is null
+PASS gl.activeTexture(gl.TEXTURE0) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.TEXTURE_BINDING_2D) is null
+
+renderbuffer deletion
+PASS rbo is non-null.
+PASS rbo2 is non-null.
+PASS rbo3 is non-null.
+PASS gl.bindRenderbuffer(gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.RENDERBUFFER_BINDING) is rbo
+PASS gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is rbo
+PASS gl.deleteRenderbuffer(rbo) was expected value: NO_ERROR.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.NONE
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) was expected value: INVALID_ENUM.
+PASS gl.isRenderbuffer(rbo) is false
+PASS gl.getParameter(gl.RENDERBUFFER_BINDING) is null
+PASS gl.bindRenderbuffer(gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.RENDERBUFFER_BINDING) is null
+PASS gl.bindRenderbuffer(gl.RENDERBUFFER, rbo2) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.RENDERBUFFER_BINDING) is rbo2
+PASS gl.deleteRenderbuffer(rbo3) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.RENDERBUFFER_BINDING) is rbo2
+
+using deleted renderbuffer
+PASS gl.bindRenderbuffer(gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+PASS gl.clearColor(1,0,0,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.clearColor(0,1,0,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+PASS gl.deleteRenderbuffer(rbo) was expected value: NO_ERROR.
+PASS backbuffer should be red
+PASS wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red") was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS fbo should be green
+PASS wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,255,0,255], "fbo should be green") was expected value: NO_ERROR.
+PASS gl.clearColor(0,0,1,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS fbo should be blue
+PASS wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,0,255,255], "fbo should be blue") was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+PASS backbuffer should be red
+PASS wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red") was expected value: NO_ERROR.
+
+renderbuffer attached twice to same framebuffer
+PASS gl.bindRenderbuffer(gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.bindRenderbuffer(gl.RENDERBUFFER, rbo2) was expected value: NO_ERROR.
+PASS gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16) was expected value: NO_ERROR.
+PASS gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rbo2) was expected value: NO_ERROR.
+PASS gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, rbo2) was expected value: NO_ERROR.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is rbo2
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is rbo2
+PASS gl.checkFramebufferStatus(gl.FRAMEBUFFER) is not gl.FRAMEBUFFER_COMPLETE
+PASS gl.deleteRenderbuffer(rbo2) was expected value: NO_ERROR.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.NONE
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.NONE
+PASS gl.checkFramebufferStatus(gl.FRAMEBUFFER) is gl.FRAMEBUFFER_COMPLETE
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is rbo
+PASS gl.deleteRenderbuffer(rbo) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+
+using deleted texture
+PASS gl.bindTexture(gl.TEXTURE_2D, tex) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0) was expected value: NO_ERROR.
+PASS gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.clearColor(0,1,0,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+PASS gl.deleteTexture(tex) was expected value: NO_ERROR.
+PASS backbuffer should be red
+PASS wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255,0,0,255], "backbuffer should be red") was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS fbo should be green
+PASS wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,255,0,255], "fbo should be green") was expected value: NO_ERROR.
+PASS gl.clearColor(0,0,1,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS fbo should be blue
+PASS wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,0,255,255], "fbo should be blue") was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+PASS backbuffer should be red
+PASS wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red") was expected value: NO_ERROR.
+
+using deleted renderbuffer
+PASS rbo is non-null.
+PASS gl.bindRenderbuffer(gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2) was expected value: NO_ERROR.
+PASS gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.checkFramebufferStatus(gl.FRAMEBUFFER) is gl.FRAMEBUFFER_COMPLETE
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+PASS gl.clearColor(1,0,0,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.clearColor(0,1,0,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS gl.deleteRenderbuffer(rbo) was expected value: NO_ERROR.
+PASS gl.checkFramebufferStatus(gl.FRAMEBUFFER) is not gl.FRAMEBUFFER_COMPLETE
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2) was expected value: NO_ERROR.
+PASS fbo should be green
+PASS wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,255,0,255], "fbo should be green") was expected value: NO_ERROR.
+PASS gl.clearColor(0,0,1,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS fbo should be blue
+PASS wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,0,255,255], "fbo should be blue") was expected value: NO_ERROR.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is rbo
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) was expected value: INVALID_ENUM.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) was expected value: NO_ERROR.
+PASS gl.checkFramebufferStatus(gl.FRAMEBUFFER) is not gl.FRAMEBUFFER_COMPLETE
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+PASS backbuffer should be red
+PASS wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red") was expected value: NO_ERROR.
+
+using deleted texture
+PASS tex is non-null.
+PASS gl.bindTexture(gl.TEXTURE_2D, tex) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0) was expected value: NO_ERROR.
+PASS gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2) was expected value: NO_ERROR.
+PASS gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.clearColor(0,1,0,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS gl.deleteTexture(tex) was expected value: NO_ERROR.
+PASS gl.checkFramebufferStatus(gl.FRAMEBUFFER) is not gl.FRAMEBUFFER_COMPLETE
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2) was expected value: NO_ERROR.
+PASS gl.checkFramebufferStatus(gl.FRAMEBUFFER) is gl.FRAMEBUFFER_COMPLETE
+PASS fbo should be green
+PASS wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,255,0,255], "fbo should be green") was expected value: NO_ERROR.
+PASS gl.clearColor(0,0,1,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS fbo should be blue
+PASS wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,0,255,255], "fbo should be blue") was expected value: NO_ERROR.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is tex
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) was expected value: INVALID_ENUM.
+PASS gl.checkFramebufferStatus(gl.FRAMEBUFFER) is not gl.FRAMEBUFFER_COMPLETE
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+PASS backbuffer should be red
+PASS wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red") was expected value: NO_ERROR.
+
+buffer deletion
+PASS buffer is non-null.
+PASS gl.bindBuffer(gl.ARRAY_BUFFER, buffer) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.ARRAY_BUFFER_BINDING) is buffer
+PASS gl.deleteBuffer(buffer) was expected value: NO_ERROR.
+PASS gl.isBuffer(buffer) is false
+PASS gl.getParameter(gl.ARRAY_BUFFER_BINDING) is null
+PASS gl.bindBuffer(gl.ARRAY_BUFFER, buffer) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.ARRAY_BUFFER_BINDING) is null
+PASS buffer2 is non-null.
+PASS gl.bindBuffer(gl.ARRAY_BUFFER, buffer2) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.ARRAY_BUFFER_BINDING) is buffer2
+PASS gl.bindBuffer(gl.ARRAY_BUFFER, null) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.ARRAY_BUFFER_BINDING) is null
+PASS gl.deleteBuffer(buffer2) was expected value: NO_ERROR.
+PASS gl.isBuffer(buffer2) is false
+PASS gl.bindBuffer(gl.ARRAY_BUFFER, buffer2) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.ARRAY_BUFFER_BINDING) is null
+PASS bufferElement is non-null.
+PASS gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferElement) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) is bufferElement
+PASS gl.deleteBuffer(bufferElement) was expected value: NO_ERROR.
+PASS gl.isBuffer(bufferElement) is false
+PASS gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) is null
+PASS gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferElement) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) is null
+PASS b is non-null.
+PASS gl.bindBuffer(gl.ARRAY_BUFFER, b) was expected value: NO_ERROR.
+PASS gl.bufferData(gl.ARRAY_BUFFER, 1, gl.STATIC_DRAW) was expected value: NO_ERROR.
+PASS gl.deleteBuffer(b) was expected value: NO_ERROR.
+PASS gl.bindBuffer(gl.ARRAY_BUFFER, b) was expected value: NO_ERROR.
+PASS gl.bufferData(gl.ARRAY_BUFFER, 1, gl.STATIC_DRAW) was expected value: INVALID_OPERATION.
+PASS b1 is non-null.
+PASS gl.bindBuffer(gl.ARRAY_BUFFER, b1); was expected value: NO_ERROR.
+PASS gl.enableVertexAttribArray(1); was expected value: NO_ERROR.
+PASS gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0); was expected value: NO_ERROR.
+PASS b2 is non-null.
+PASS gl.bindBuffer(gl.ARRAY_BUFFER, b2); was expected value: NO_ERROR.
+PASS gl.enableVertexAttribArray(2); was expected value: NO_ERROR.
+PASS gl.vertexAttribPointer(2, 4, gl.FLOAT, false, 0, 0); was expected value: NO_ERROR.
+PASS gl.enableVertexAttribArray(3); was expected value: NO_ERROR.
+PASS gl.vertexAttribPointer(3, 4, gl.FLOAT, false, 0, 0); was expected value: NO_ERROR.
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is b1
+PASS gl.getVertexAttrib(2, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is b2
+PASS gl.getVertexAttrib(3, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is b2
+PASS gl.deleteBuffer(b2); was expected value: NO_ERROR.
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is b1
+PASS gl.getVertexAttrib(2, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is null
+PASS gl.getVertexAttrib(3, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is null
+PASS gl.deleteBuffer(b1); was expected value: NO_ERROR.
+PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is null
+
+framebuffer deletion
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.FRAMEBUFFER_BINDING) is fbo
+PASS gl.deleteFramebuffer(fbo) was expected value: NO_ERROR.
+PASS gl.isFramebuffer(fbo) is false
+PASS gl.getParameter(gl.FRAMEBUFFER_BINDING) is null
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.FRAMEBUFFER_BINDING) is null
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.FRAMEBUFFER_BINDING) is fbo2
+PASS gl.deleteFramebuffer(fbo3) was expected value: NO_ERROR.
+PASS gl.getParameter(gl.FRAMEBUFFER_BINDING) is fbo2
+PASS fbo is non-null.
+PASS rbo is non-null.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.bindRenderbuffer(gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16) was expected value: NO_ERROR.
+PASS gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+PASS gl.clearColor(1,0,0,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, fbo) was expected value: NO_ERROR.
+PASS gl.clearColor(0,1,0,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS fbo should be green
+PASS wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,255,0,255], "fbo should be green") was expected value: NO_ERROR.
+PASS outside fbo should be black
+PASS wtu.checkCanvasRect(gl, 16, 16, 1, 1, [0,0,0,0], "outside fbo should be black") was expected value: NO_ERROR.
+PASS gl.deleteFramebuffer(fbo) was expected value: NO_ERROR.
+PASS backbuffer should be red
+PASS wtu.checkCanvasRect(gl, 0, 0, 300, 150, [255,0,0,255], "backbuffer should be red") was expected value: NO_ERROR.
+PASS outside backbuffer should be black
+PASS wtu.checkCanvasRect(gl, 300, 0, 300, 300, [0,0,0,0], "outside backbuffer should be black") was expected value: NO_ERROR.
+PASS outside backbuffer should be black
+PASS wtu.checkCanvasRect(gl, 0, 150, 300, 300, [0,0,0,0], "outside backbuffer should be black") was expected value: NO_ERROR.
+PASS gl.clearColor(0,1,0,1) was expected value: NO_ERROR.
+PASS gl.clear(gl.COLOR_BUFFER_BIT) was expected value: NO_ERROR.
+PASS fbo should be green
+PASS wtu.checkCanvasRect(gl, 0, 0, 300, 150, [0,255,0,255], "fbo should be green") was expected value: NO_ERROR.
+PASS gl.bindFramebuffer(gl.FRAMEBUFFER, null) was expected value: NO_ERROR.
+PASS fbo should be green
+PASS wtu.checkCanvasRect(gl, 0, 0, 300, 150, [0,255,0,255], "fbo should be green") was expected value: NO_ERROR.
+PASS successfullyParsed is true
+
+TEST COMPLETE
+
diff --git a/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html b/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html
new file mode 100644
index 0000000..02053ff
--- /dev/null
+++ b/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html
@@ -0,0 +1,135 @@
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<link rel="stylesheet" href="../../js/resources/js-test-style.css"/>
+<script src="../../js/resources/js-test-pre.js"></script>
+<script src="resources/webgl-test.js"></script>
+<script src="resources/webgl-test-utils.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+
+<script>
+description("Tests deletion behavior for texture, renderbuffer, shader, and program");
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext();
+var shouldGenerateGLError = wtu.shouldGenerateGLError;
+
+debug("");
+debug("shader and program deletion");
+
+var vertexShader = wtu.loadStandardVertexShader(gl);
+assertMsg(vertexShader, "vertex shader loaded");
+var fragmentShader = wtu.loadStandardFragmentShader(gl);
+assertMsg(fragmentShader, "fragment shader loaded");
+
+var program = gl.createProgram();
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.attachShader(program, vertexShader)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.attachShader(program, fragmentShader)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.linkProgram(program)");
+shouldBeTrue("gl.getProgramParameter(program, gl.LINK_STATUS)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.useProgram(program)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteShader(vertexShader)");
+shouldBeTrue("gl.isShader(vertexShader)");
+shouldBeTrue("gl.getShaderParameter(vertexShader, gl.DELETE_STATUS)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.detachShader(program, vertexShader)");
+shouldBeFalse("gl.isShader(vertexShader)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteShader(fragmentShader)");
+shouldBeTrue("gl.isShader(fragmentShader)");
+shouldBeTrue("gl.getShaderParameter(fragmentShader, gl.DELETE_STATUS)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteProgram(program)");
+shouldBeTrue("gl.isProgram(program)");
+shouldBeTrue("gl.getProgramParameter(program, gl.DELETE_STATUS)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.useProgram(null)");
+shouldBeFalse("gl.isProgram(program)");
+shouldBeFalse("gl.isShader(fragmentShader)");
+
+debug("");
+debug("texture deletion");
+
+var fbo = gl.createFramebuffer();
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
+
+var tex = gl.createTexture();
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)");
+shouldBe("gl.getParameter(gl.TEXTURE_BINDING_2D)", "tex");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)");
+shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "tex");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(tex)");
+// Deleting a texture bound to the currently-bound fbo is the same as
+// detaching the textue from fbo first, then delete the texture.
+shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE");
+shouldGenerateGLError(gl, gl.INVALID_ENUM, "gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)");
+shouldBeFalse("gl.isTexture(tex)");
+shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_2D)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)");
+shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_2D)");
+
+var texCubeMap = gl.createTexture();
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap)");
+shouldBe("gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP)", "texCubeMap");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(texCubeMap)");
+shouldBeFalse("gl.isTexture(texCubeMap)");
+shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap)");
+shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP)");
+
+debug("");
+debug("renderbuffer deletion");
+
+var rbo = gl.createRenderbuffer();
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)");
+shouldBe("gl.getParameter(gl.RENDERBUFFER_BINDING)", "rbo");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)");
+shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo)");
+// Deleting a renderbuffer bound to the currently-bound fbo is the same as
+// detaching the renderbuffer from fbo first, then delete the renderbuffer.
+shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE");
+shouldGenerateGLError(gl, gl.INVALID_ENUM, "gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)");
+shouldBeFalse("gl.isRenderbuffer(rbo)");
+shouldBeNull("gl.getParameter(gl.RENDERBUFFER_BINDING)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)");
+shouldBeNull("gl.getParameter(gl.RENDERBUFFER_BINDING)");
+
+debug("");
+debug("buffer deletion");
+
+var buffer = gl.createBuffer();
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer)");
+shouldBe("gl.getParameter(gl.ARRAY_BUFFER_BINDING)", "buffer");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(buffer)");
+shouldBeFalse("gl.isBuffer(buffer)");
+shouldBeNull("gl.getParameter(gl.ARRAY_BUFFER_BINDING)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer)");
+shouldBeNull("gl.getParameter(gl.ARRAY_BUFFER_BINDING)");
+
+var bufferElement = gl.createBuffer();
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferElement)");
+shouldBe("gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING)", "bufferElement");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(bufferElement)");
+shouldBeFalse("gl.isBuffer(bufferElement)");
+shouldBeNull("gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferElement)");
+shouldBeNull("gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING)");
+
+debug("");
+debug("framebuffer deletion");
+
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
+shouldBe("gl.getParameter(gl.FRAMEBUFFER_BINDING)", "fbo");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteFramebuffer(fbo)");
+shouldBeFalse("gl.isFramebuffer(fbo)");
+shouldBeNull("gl.getParameter(gl.FRAMEBUFFER_BINDING)");
+shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
+shouldBeNull("gl.getParameter(gl.FRAMEBUFFER_BINDING)");
+
+successfullyParsed = true;
+</script>
+
+<script src="../../js/resources/js-test-post.js"></script>
+</body>
+</html>
diff --git a/LayoutTests/fast/canvas/webgl/program-test.html b/LayoutTests/fast/canvas/webgl/program-test.html
new file mode 100644
index 0000000..9b4575a
--- /dev/null
+++ b/LayoutTests/fast/canvas/webgl/program-test.html
@@ -0,0 +1,311 @@
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL Program Compiling/Linking Conformance Test</title>
+<link rel="stylesheet" href="../../js/resources/js-test-style.css"/>
+<script src="../../js/resources/js-test-pre.js" type="text/javascript"></script>
+<script src="resources/webgl-test.js" type="text/javascript"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="2" height="2"> </canvas>
+<script type="text/javascript">
+function go() {
+ description("Tests that program compiling/linking/using works correctly.");
+
+ debug("");
+ debug("Canvas.getContext");
+
+ var gl = create3DContext(document.getElementById("canvas"));
+ if (!gl) {
+ testFailed("context does not exist");
+ return;
+ }
+
+ testPassed("context exists");
+
+ gl.clearColor(0.0, 0.0, 0.0, 0.0);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+ function doArraysHaveSameContents(a, b) {
+ var flags = [];
+ function hasUnusedValue(a, value) {
+ for (var ii = 0; ii < a.length; ++ii) {
+ if (a[ii] === value && !flags[ii]) {
+ flags[ii] = true;
+ return true;
+ }
+ }
+ return false;
+ }
+
+ try {
+ if (a.length !== b.length) {
+ return false;
+ }
+ for (var ii = 0; ii < a.length; ii++) {
+ if (!hasUnusedValue(b, a[ii])) {
+ return false;
+ }
+ }
+ } catch (ex) {
+ return false;
+ }
+ return true;
+ }
+
+/////// Check compileShader() /////////////////////////////
+
+ var vs = gl.createShader(gl.VERTEX_SHADER);
+ gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }");
+ gl.compileShader(vs);
+
+ assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true,
+ "good vertex shader should compile");
+
+ var vs2 = gl.createShader(gl.VERTEX_SHADER);
+ gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }");
+ gl.compileShader(vs2);
+
+ assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true,
+ "good vertex shader #2 should compile");
+
+ var vsBad = gl.createShader(gl.VERTEX_SHADER);
+ gl.shaderSource(vsBad, "WILL NOT COMPILE;");
+ gl.compileShader(vsBad);
+
+ assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false,
+ "bad vertex shader should fail to compile");
+
+ var fs = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
+ gl.compileShader(fs);
+
+ assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true,
+ "good fragment shader should compile");
+
+ var fs2 = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }");
+ gl.compileShader(fs2);
+
+ assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true,
+ "good fragment shader #2 should compile");
+
+ var fsBad = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fsBad, "WILL NOT COMPILE;");
+ gl.compileShader(fsBad);
+
+ assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false,
+ "bad fragment shader should fail to compile");
+
+ glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point");
+
+/////// Check attachShader() /////////////////////////////
+
+ function checkAttachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
+ var prog = gl.createProgram();
+ for (var i = 0; i < already_attached_shaders.length; ++i)
+ gl.attachShader(prog, already_attached_shaders[i]);
+ if(gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in attachShader()");
+ gl.attachShader(prog, shader);
+ glErrorShouldBe(gl, expected_error_code, errmsg);
+ }
+
+ checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should succeed");
+ checkAttachShader([vs], vs, gl.INVALID_OPERATION,
+ "attaching an already attached vertex shader should generate INVALID_OPERATION");
+ checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should succeed");
+ checkAttachShader([fs], fs, gl.INVALID_OPERATION,
+ "attaching an already attached fragment shader should generate INVALID_OPERATION");
+ checkAttachShader([vs], vs2, gl.INVALID_OPERATION,
+ "attaching shaders of the same type to a program should generate INVALID_OPERATION");
+ checkAttachShader([fs], fs2, gl.INVALID_OPERATION,
+ "attaching shaders of the same type to a program should generate INVALID_OPERATION");
+
+/////// Check detachShader() /////////////////////////////
+
+ function checkDetachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
+ var prog = gl.createProgram();
+ for (var i = 0; i < already_attached_shaders.length; ++i)
+ gl.attachShader(prog, already_attached_shaders[i]);
+ if(gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in attachShader()");
+ gl.detachShader(prog, shader);
+ glErrorShouldBe(gl, expected_error_code, errmsg);
+ }
+
+ checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should succeed");
+ checkDetachShader([fs], vs, gl.INVALID_OPERATION,
+ "detaching a not already attached vertex shader should generate INVALID_OPERATION");
+ checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should succeed");
+ checkDetachShader([vs], fs, gl.INVALID_OPERATION,
+ "detaching a not already attached fragment shader should generate INVALID_OPERATION");
+
+/////// Check getAttachedShaders() /////////////////////////////
+
+ function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) {
+ var prog = gl.createProgram();
+ for (var i = 0; i < shaders_to_attach.length; ++i)
+ gl.attachShader(prog, shaders_to_attach[i]);
+ if(gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in attachShader()");
+ for (var i = 0; i < shaders_to_detach.length; ++i)
+ gl.detachShader(prog, shaders_to_detach[i]);
+ if(gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in detachShader()");
+ assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg);
+ }
+ checkGetAttachedShaders([], [], [], "getAttachedShaders should return an empty list by default");
+ checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should give the expected list");
+ checkGetAttachedShaders([fs, vs], [], [fs, vs],
+ "attaching some shaders should give the expected list");
+ checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it shoud leave an empty list");
+ checkGetAttachedShaders([fs, vs], [fs, vs], [],
+ "attaching some shaders and detaching them in same order shoud leave an empty list");
+ checkGetAttachedShaders([fs, vs], [vs, fs], [],
+ "attaching some shaders and detaching them in random order shoud leave an empty list");
+ checkGetAttachedShaders([fs, vs], [vs], [fs],
+ "attaching and detaching some shaders should leave the difference list");
+ checkGetAttachedShaders([fs, vs], [fs], [vs],
+ "attaching and detaching some shaders should leave the difference list");
+ checkGetAttachedShaders([fsBad], [], [fsBad],
+ "attaching a shader that failed to compile should still show it in the list");
+ checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad],
+ "attaching shaders, including one that failed to compile, should still show the it in the list");
+
+/////// Check linkProgram() and useProgram /////////////////////////////
+
+ function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, errmsg) {
+ var prog = gl.createProgram();
+ for (var i = 0; i < shaders.length; ++i) {
+ gl.attachShader(prog, shaders[i]);
+ if (deleteShaderAfterAttach)
+ gl.deleteShader(shaders[i]);
+ }
+ gl.bindAttribLocation(prog, 0, "aVertex");
+ gl.bindAttribLocation(prog, 1, "aColor");
+ gl.linkProgram(prog);
+ if (gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in linkProgram()");
+ assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_status, errmsg);
+ if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STATUS) == false)
+ debug(gl.getProgramInfoLog(prog));
+ if (gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in getProgramParameter()");
+ gl.useProgram(prog);
+ if (expected_status == true)
+ glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succeed");
+ if (expected_status == false)
+ glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
+ return prog;
+ }
+
+ var progGood1 = checkLinkAndUse([vs, fs], false, true, "valid program should link");
+ var progGood2 = checkLinkAndUse([vs, fs2], false, true, "valid program #2 should link");
+ var progBad1 = checkLinkAndUse([vs], false, false, "program with no fragment shader should fail to link");
+ var progBad2 = checkLinkAndUse([fs], false, false, "program with no vertex shader should fail to link");
+ var progBad3 = checkLinkAndUse([vsBad, fs], false, false, "program with bad vertex shader should fail to link");
+ var progBad4 = checkLinkAndUse([vs, fsBad], false, false, "program with bad fragment shader should fail to link");
+ var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, "program with bad shaders should fail to link");
+
+ gl.useProgram(progGood1);
+ glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a GL error");
+
+ var vbuf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
+ gl.bufferData(gl.ARRAY_BUFFER,
+ new Float32Array([
+ 0.0, 0.0, 0.0, 1.0,
+ 1.0, 0.0, 0.0, 1.0,
+ 1.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0]),
+ gl.STATIC_DRAW);
+ gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttrib3f(1, 1.0, 0.0, 0.0);
+
+ glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2");
+
+ gl.useProgram(progGood1);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
+
+ gl.useProgram(progBad1);
+ glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not change the current rendering state");
+
+ gl.useProgram(progGood2);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
+ gl.detachShader(progGood2, fs2);
+ gl.attachShader(progGood2, fsBad);
+ gl.linkProgram(progGood2);
+ assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false,
+ "linking should fail with in-use formerly good program, with new bad shader attached");
+
+ gl.useProgram(progGood1);
+ gl.drawArrays(gl.TRIANGLES, 0, 4);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
+
+ var progGood1 = checkLinkAndUse([vs, fs], true, true, "delete shaders after attaching them and before linking program should not affect linkProgram");
+ gl.useProgram(progGood1);
+ gl.drawArrays(gl.TRIANGLES, 0, 4);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
+
+/////// Check deleteProgram() and deleteShader() /////////////////////////////
+
+ gl.useProgram(progGood1);
+ gl.deleteProgram(progGood1);
+ gl.drawArrays(gl.TRIANGLES, 0, 4);
+ glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't change the current rendering state");
+
+ gl.linkProgram(progGood1);
+ glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted");
+
+ var fs3 = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
+ gl.compileShader(fs3);
+
+ assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
+ "good fragment shader should compile");
+
+ gl.deleteShader(fs3);
+ gl.compileShader(fs3);
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be deleted immediately");
+
+ fs3 = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
+ gl.compileShader(fs3);
+
+ assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
+ "good fragment shader should compile");
+
+ gl.detachShader(progGood1, fs);
+ gl.attachShader(progGood1, fs3);
+
+ gl.deleteShader(fs3);
+ gl.compileShader(fs3);
+ assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
+ "an attached shader shouldn't be deleted");
+
+ gl.useProgram(null);
+ gl.linkProgram(progGood1);
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be deleted once it's no longer the current program");
+
+ gl.compileShader(fs3);
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be deleted once all its attachments are removed");
+}
+
+debug("");
+go();
+
+successfullyParsed = true;
+</script>
+<script src="../../js/resources/js-test-post.js"></script>
+
+</body>
+</html>