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<!DOCTYPE html>
<html>
  <head>
<meta charset="utf-8">
    <title>-1 Index Rendering Test</title>
    <link rel="stylesheet" href="../../resources/js-test-style.css"/>
    <script src="../../resources/js-test-pre.js"></script>
    <script src="../resources/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="50" height="50">
</canvas>
<div id="description"></div>
<div id="console"></div>
    <script id="vshader" type="x-shader/x-vertex">
        attribute vec4 vPosition;
        void main()
        {
            gl_Position = vPosition;
        }
    </script>

    <script id="fshader" type="x-shader/x-fragment">
        void main()
        {
            gl_FragColor = vec4(0.0,1.0,0.0,1.0);
        }
    </script>

    <script>
        "use strict";
        function init()
        {
            description(document.title);

            var wtu = WebGLTestUtils;
            var gl = wtu.create3DContext("example");
            var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);

            var vertexObject = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
            var vertexData = new Float32Array(65536 * 3);
            vertexData[0 * 3 + 0] = 0.0;
            vertexData[0 * 3 + 1] = 0.5;
            vertexData[0 * 3 + 2] = 0.0;
            vertexData[1 * 3 + 0] = -0.5;
            vertexData[1 * 3 + 1] = -0.5;
            vertexData[1 * 3 + 2] = 0.0;
            vertexData[65535 * 3 + 0] = 0.5;
            vertexData[65535 * 3 + 1] = -0.5;
            vertexData[65535 * 3 + 2] = 0.0;
            gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);
            gl.enableVertexAttribArray(0);
            gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

            var indices = new Uint16Array([0, 1, -1]);
            var indexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0);

            // This should render a green triangle in the middle of the canvas.
            // Some implementations may incorrectly interpret the -1 index as
            // a primitive restart and not render anything.

            // Test several locations
            // First line should be all black
            wtu.checkCanvasRect(gl, 0, 0, 50, 1, [0, 0, 0, 0]);

            // Line 15 should be green for at least 10 red pixels starting 20 pixels in
            wtu.checkCanvasRect(gl, 20, 15, 10, 1, [0, 255, 0, 255]);

            // Last line should be all black
            wtu.checkCanvasRect(gl, 0, 49, 50, 1, [0, 0, 0, 0]);
       }

       init();
       var successfullyParsed = true;
    </script>
<script src="../../resources/js-test-post.js"></script>

</body>
</html>
