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+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL Vertex Buffer Updated After Draw Test</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/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 vec2 a_position;
+attribute vec4 a_color;
+varying vec4 v_outcolor;
+void main() {
+ gl_Position = vec4(a_position, 0, 1);
+ v_outcolor = a_color;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+varying mediump vec4 v_outcolor;
+void main() {
+ gl_FragColor = v_outcolor;
+}
+</script>
+
+<script>
+// Tests that D3D11 dirty bit updates don't forget about BufferSubData attrib updates.
+// Based on ANGLE test (StateChangeTest, VertexBufferUpdatedAfterDraw) from https://github.com/google/angle/blob/f7f0b8c3ab21c52cc2915048959361cf628d95f0/src/tests/gl_tests/StateChangeTest.cpp
+"use strict";
+var wtu = WebGLTestUtils;
+description();
+
+var gl = wtu.create3DContext("example");
+
+var program = wtu.setupProgram(gl, ['vshader', 'fshader']);
+
+var colorLoc = gl.getAttribLocation(program, "a_color");
+var green = new Uint8Array(4 * 6);
+var red = new Uint8Array(4 * 6);
+
+for (var i = 0; i < 6; ++i) {
+ var ci = i * 4;
+
+ green[ci] = 0;
+ red[ci] = 255;
+
+ green[ci + 1] = 255;
+ red[ci + 1] = 0;
+
+ green[ci + 2] = red[ci + 2] = 0;
+
+ green[ci + 3] = red[ci + 3] = 255;
+}
+
+var positionLoc = gl.getAttribLocation(program, "a_position");
+
+var gridRes = 1;
+wtu.setupIndexedQuad(gl, gridRes, positionLoc);
+
+var colorBuf = gl.createBuffer();
+gl.bindBuffer(gl.ARRAY_BUFFER, colorBuf);
+gl.bufferData(gl.ARRAY_BUFFER, green, gl.STATIC_DRAW);
+gl.vertexAttribPointer(colorLoc, 4, gl.UNSIGNED_BYTE, true, 0, 0);
+gl.enableVertexAttribArray(colorLoc);
+
+wtu.clearAndDrawIndexedQuad(gl, gridRes);
+wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
+
+gl.bufferSubData(gl.ARRAY_BUFFER, 0, red);
+
+wtu.clearAndDrawIndexedQuad(gl, gridRes);
+wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
+
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>
+