Support robust buffer access for drawArrays. (#2771)

Currently out-of-bounds drawArrays is tested to verify that the implementation
returns INVALID_OPERATION. The WebGL spec also allows for robust buffer access
when accessing array buffers out-of-bounds. WebGL already supports robust
access behaviour for drawElements. Because there are some significant perf
advantages to robust buffer access for drawArrays as wel this is worth
supporting.

See https://www.khronos.org/registry/webgl/specs/latest/1.0/#4.5
Also see http://anglebug.com/3000

A few WebGL 1.0 test changes are neccessary:

 * rendering/out-of-bounds-array-buffers: test added.
   * Verifies new behaviour much in the same way as the indexed test.
   * Mirrors out-of-bounds-index-buffers test for drawElements.
 * js/tests/out-of-bounds-test: accept NO_ERROR.
   * Fixes potential TDR with huge size and accepts NO_ERROR.
   * Mirrors f51f2b7120c for drawElements support.
 * more/functions/drawArraysOutOfBounds: test removed.
   * Not relevant when robust access is accepted.
   * Mirrors 714ccda0287 removal of drawElements test.
 * more/functions/drawArrays: removed out of bounds error checks.
   * Not relevant when robust access is accepted.
 * rendering/out-of-bounds-index-buffers: updated message.

Existing implementations shouldn't need any changes to pass the updated tests.
diff --git a/sdk/tests/conformance/more/00_test_list.txt b/sdk/tests/conformance/more/00_test_list.txt
index aeee7cd..bc835a1 100644
--- a/sdk/tests/conformance/more/00_test_list.txt
+++ b/sdk/tests/conformance/more/00_test_list.txt
@@ -25,7 +25,6 @@
 functions/copyTexSubImage2DBadArgs.html
 functions/deleteBufferBadArgs.html
 functions/drawArrays.html
-functions/drawArraysOutOfBounds.html
 functions/drawElements.html
 functions/isTests.html
 --min-version 1.0.2 functions/isTestsBadArgs.html
diff --git a/sdk/tests/conformance/more/functions/drawArrays.html b/sdk/tests/conformance/more/functions/drawArrays.html
index 0db7721..cbe1e5c 100644
--- a/sdk/tests/conformance/more/functions/drawArrays.html
+++ b/sdk/tests/conformance/more/functions/drawArrays.html
@@ -89,16 +89,12 @@
   assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
   assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
   assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
-  assertFail(function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
-  assertFail(function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
   gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]);
   gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
   assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);});
   assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
   assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
   assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
-  assertFail(function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
-  assertFail(function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
   vbo.destroy();
   assert(0 == checkError(gl, "vbo.destroy"));
 }
diff --git a/sdk/tests/conformance/more/functions/drawArraysOutOfBounds.html b/sdk/tests/conformance/more/functions/drawArraysOutOfBounds.html
deleted file mode 100644
index ff6dc84..0000000
--- a/sdk/tests/conformance/more/functions/drawArraysOutOfBounds.html
+++ /dev/null
@@ -1,305 +0,0 @@
-<!DOCTYPE html>
-<html>
-<head>
-<meta charset="utf-8">
-<!--
-
-/*
-** Copyright (c) 2012 The Khronos Group Inc.
-**
-** Permission is hereby granted, free of charge, to any person obtaining a
-** copy of this software and/or associated documentation files (the
-** "Materials"), to deal in the Materials without restriction, including
-** without limitation the rights to use, copy, modify, merge, publish,
-** distribute, sublicense, and/or sell copies of the Materials, and to
-** permit persons to whom the Materials are furnished to do so, subject to
-** the following conditions:
-**
-** The above copyright notice and this permission notice shall be included
-** in all copies or substantial portions of the Materials.
-**
-** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
-** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
-** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
-** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
-*/
-
--->
-<link rel="stylesheet" type="text/css" href="../unit.css" />
-<script type="application/javascript" src="../unit.js"></script>
-<script type="application/javascript" src="../util.js"></script>
-<script type="application/javascript">
-
-var verts = [0.0, 0.0, 0.0,   1.0, 0.0, 0.0,   0.0, 1.0, 0.0];
-var normals = [0.0, 0.0, 1.0,   0.0, 0.0, 1.0,   0.0, 0.0, 1.0];
-var texcoords = [0.0,0.0,  1.0,0.0,  0.0,1.0];
-
-var vertsA = new Float32Array(verts);
-var normalsA = new Float32Array(normals);
-var texcoordsA = new Float32Array(texcoords);
-
-Tests.startUnit = function () {
-  var canvas = document.getElementById('gl');
-  var gl = wrapGLContext(getGLContext(canvas));
-  var prog = new Shader(gl, 'vert', 'frag');
-  prog.use();
-  var v = prog.attrib('Vertex');
-  var n = prog.attrib('Normal');
-  var t = prog.attrib('Tex');
-  return [gl,prog,v,n,t];
-}
-
-Tests.setup = function(gl, prog, v,n,t) {
-  return [gl, prog, v,n,t];
-}
-Tests.teardown = function(gl, prog, v,n,t) {
-  gl.disableVertexAttribArray(v);
-  gl.disableVertexAttribArray(n);
-  gl.disableVertexAttribArray(t);
-}
-
-Tests.endUnit = function(gl, prog, v,n,t) {
-  prog.destroy();
-}
-
-Tests.testDrawArraysEmpty = function(gl, prog, v,n,t) {
-  var b = gl.createBuffer();
-  gl.bindBuffer(gl.ARRAY_BUFFER, b);
-  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW);
-  assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);})
-  gl.enableVertexAttribArray(v);
-  assertGLError(gl, gl.INVALID_OPERATION, "zero size array",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
-  gl.deleteBuffer(b);
-}
-
-Tests.testDrawArraysOutOfBounds = function(gl, prog, v,n,t) {
-  var b = gl.createBuffer();
-  gl.bindBuffer(gl.ARRAY_BUFFER, b);
-  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW);
-  assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);});
-  gl.enableVertexAttribArray(v);
-  assertGLError(gl, gl.INVALID_OPERATION, "zero size array",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
-  assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);});
-  assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000000000000",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);});
-  assertGLError(gl, gl.INVALID_OPERATION, "zero size array fraction",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 1.6);});
-  assertGLError(gl, gl.INVALID_VALUE, "negative offset",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
-  assertGLError(gl, gl.INVALID_OPERATION, "count out of range",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
-  assertGLError(gl, gl.INVALID_VALUE, "negative count",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
-  assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset",
-      function(){gl.drawArrays(gl.TRIANGLES, -1, 1);});
-  assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset",
-      function(){gl.drawArrays(gl.TRIANGLES, 1, -1);});
-  gl.deleteBuffer(b);
-}
-
-
-Tests.testDrawArraysWithDataOutOfBounds = function(gl, prog, v,n,t) {
-  var b = gl.createBuffer();
-  gl.bindBuffer(gl.ARRAY_BUFFER, b);
-  gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW);
-  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
-  gl.enableVertexAttribArray(v);
-  assertGLError(gl, gl.INVALID_OPERATION, "3 element array",
-      function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
-  assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);});
-  assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000000000000",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);});
-  assertGLError(gl, gl.INVALID_OPERATION, "fractional count",
-      function(){gl.drawArrays(gl.TRIANGLES, 3, 1.6);});
-  assertGLError(gl, gl.INVALID_VALUE, "negative offset",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
-  assertGLError(gl, gl.INVALID_OPERATION, "count out of range",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 4);});
-  assertGLError(gl, gl.INVALID_VALUE, "negative count",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
-  assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset",
-      function(){gl.drawArrays(gl.TRIANGLES, -1, 2);});
-  assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset",
-      function(){gl.drawArrays(gl.TRIANGLES, 1, -1);});
-  gl.deleteBuffer(b);
-}
-
-Tests.testDrawArraysMultiOutOfBounds = function(gl, prog, v,n,t) {
-  var bs = [];
-  bs.push(gl.createBuffer());
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
-  gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW);
-  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
-  bs.push(gl.createBuffer());
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
-  gl.bufferData(gl.ARRAY_BUFFER, normalsA, gl.STATIC_DRAW);
-  gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
-  bs.push(gl.createBuffer());
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
-  gl.bufferData(gl.ARRAY_BUFFER, texcoordsA, gl.STATIC_DRAW);
-  gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
-  gl.enableVertexAttribArray(v);
-  gl.enableVertexAttribArray(n);
-  gl.enableVertexAttribArray(t);
-  assertGLError(gl, gl.INVALID_OPERATION, "multi array 1",
-      function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
-  bs.push(gl.createBuffer());
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
-  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts.concat(verts)), gl.STATIC_DRAW);
-  bs.push(gl.createBuffer());
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
-  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords.concat(texcoords)), gl.STATIC_DRAW);
-  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]);
-  gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
-  gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
-  gl.enableVertexAttribArray(v);
-  gl.enableVertexAttribArray(n);
-  gl.enableVertexAttribArray(t);
-  assertGLError(gl, gl.INVALID_OPERATION, "multi array 2",
-      function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
-  assertGLError(gl, gl.INVALID_OPERATION, "multi array 3",
-      function(){gl.drawArrays(gl.TRIANGLES, 4, 2);});
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]);
-  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
-  gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
-  gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
-  gl.enableVertexAttribArray(v);
-  gl.enableVertexAttribArray(n);
-  gl.enableVertexAttribArray(t);
-  assertGLError(gl, gl.INVALID_OPERATION, "multi array 4",
-      function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
-  assertGLError(gl, gl.INVALID_OPERATION, "multi array 5",
-      function(){gl.drawArrays(gl.TRIANGLES, 4, 2);});
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]);
-  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]);
-  gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[4]);
-  gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
-  gl.enableVertexAttribArray(v);
-  gl.enableVertexAttribArray(n);
-  gl.enableVertexAttribArray(t);
-  assertGLError(gl, gl.INVALID_OPERATION, "multi array 6",
-      function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
-  assertGLError(gl, gl.INVALID_OPERATION, "multi array 7",
-      function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
-  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
-  gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
-  gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
-  gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
-  gl.enableVertexAttribArray(v);
-  gl.enableVertexAttribArray(n);
-  gl.enableVertexAttribArray(t);
-  assertGLError(gl, gl.INVALID_OPERATION, "multi array 8",
-      function(){gl.drawArrays(gl.TRIANGLES, 4, 1);});
-  assertGLError(gl, gl.INVALID_VALUE, "negative count",
-      function(){gl.drawArrays(gl.TRIANGLES, -1, 2);});
-  assertGLError(gl, gl.INVALID_OPERATION, "zero count???",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 4);});
-  assertGLError(gl, gl.INVALID_OPERATION, "multi array 9",
-      function(){gl.drawArrays(gl.TRIANGLES, 1, 4);});
-  bs.forEach(function(b){ gl.deleteBuffer(b) });
-}
-
-
-Tests.testDrawArraysVBOOutOfBounds = function(gl, prog, v,n,t) {
-  var vbo = new VBO(gl, {size:3, data:Quad.vertices});
-  vbo.use(v);
-  assertGLError(gl, gl.INVALID_OPERATION, "1",
-      function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
-  assertGLError(gl, gl.INVALID_VALUE, "negative count",
-      function(){gl.drawArrays(gl.TRIANGLES, 2, -1);});
-  assertGLError(gl, gl.INVALID_OPERATION, "3",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 7);});
-  assertGLError(gl, gl.INVALID_OPERATION, "4",
-      function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
-  vbo.destroy();
-}
-
-Tests.testDrawArraysVBOMultiOutOfBounds = function(gl, prog, v,n,t) {
-  // creates VBOs for the quad arrays, binds them with
-  // vertexAttribPointer and calls drawArrays
-  var vbo = new VBO(gl,
-    {size:3, data:Quad.vertices},
-    {size:3, data:Quad.normals},
-    {size:2, data:Quad.texcoords});
-  vbo.use(v, n, t);
-  assertGLError(gl, gl.INVALID_OPERATION, "1",
-      function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
-  assertGLError(gl, gl.INVALID_VALUE, "negative count",
-      function(){gl.drawArrays(gl.TRIANGLES, 2, -1);});
-  assertGLError(gl, gl.INVALID_OPERATION, "2",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 7);});
-  assertGLError(gl, gl.INVALID_OPERATION, "3",
-      function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
-  vbo.destroy();
-}
-
-Tests.testDrawArraysOOBShaderJuggle = function(gl, prog, v,n,t) {
-  var vbo = new VBO(gl,
-    {size:3, data:[0,0,0]},
-    {size:3, data:[0,0,0,0,0,0]});
-  vbo.init();
-  gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[0]);
-  gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
-  gl.enableVertexAttribArray(v);
-  assertGLError(gl, gl.INVALID_OPERATION, "offset too big",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
-  var sh2 = new Shader(gl, 'vert', 'frag');
-  sh2.use();
-  gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]);
-  gl.vertexAttribPointer(sh2.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0);
-  gl.enableVertexAttribArray(sh2.attrib('Vertex'));
-  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
-  assertGLError(gl, gl.INVALID_OPERATION, "offset too big 2",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
-  prog.use();
-  gl.vertexAttribPointer(prog.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0);
-  gl.enableVertexAttribArray(prog.attrib('Vertex'));
-  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
-  assertGLError(gl, gl.INVALID_OPERATION, "offset too big 3",
-      function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
-  sh2.destroy();
-}
-
-</script>
-<script id="vert" type="x-shader/x-vertex">
-  attribute vec3 Vertex;
-  attribute vec3 Normal;
-  attribute vec2 Tex;
-
-  varying vec4 texCoord0;
-  void main()
-  {
-    gl_Position = vec4(Vertex * Normal, 1.0);
-    texCoord0 = vec4(Tex,0.0,0.0) + gl_Position;
-  }
-</script>
-<script id="frag" type="x-shader/x-fragment">
-  precision mediump float;
-
-  varying vec4 texCoord0;
-  void main()
-  {
-    gl_FragColor = texCoord0;
-  }
-</script>
-
-
-<style>canvas{ position:absolute; }</style>
-</head><body>
-  <canvas id="gl" width="1" height="1"></canvas>
-</body></html>
diff --git a/sdk/tests/conformance/rendering/00_test_list.txt b/sdk/tests/conformance/rendering/00_test_list.txt
index 4489524..0db4b21 100644
--- a/sdk/tests/conformance/rendering/00_test_list.txt
+++ b/sdk/tests/conformance/rendering/00_test_list.txt
@@ -21,6 +21,7 @@
 more-than-65536-indices.html
 multisample-corruption.html
 --min-version 1.0.3 negative-one-index.html
+out-of-bounds-array-buffers.html
 out-of-bounds-index-buffers.html
 --min-version 1.0.3 point-no-attributes.html
 point-size.html
diff --git a/sdk/tests/conformance/rendering/out-of-bounds-array-buffers.html b/sdk/tests/conformance/rendering/out-of-bounds-array-buffers.html
new file mode 100644
index 0000000..080ee6c
--- /dev/null
+++ b/sdk/tests/conformance/rendering/out-of-bounds-array-buffers.html
@@ -0,0 +1,146 @@
+<!--
+
+/*
+** Copyright (c) 2019 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+-->
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<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>
+<title>WebGL Out-of-Bounds Array Buffer Conformance Test</title>
+</head>
+<body>
+<canvas id="canvas" width="8" height="8" style="width: 100px; height: 100px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vsCheckOutOfBounds" type="x-shader/x-vertex">
+    precision mediump float;
+    attribute vec2 position;
+    attribute vec4 vecRandom;
+    varying vec4 v_color;
+
+    // Per the spec, each component can either contain existing contents
+    // of the buffer or 0.
+    bool testFloatComponent(float component) {
+        return (component == 0.2 || component == 0.0);
+    }
+    // The last component is additionally allowed to be 1.0.
+    bool testLastFloatComponent(float component) {
+        return testFloatComponent(component) || component == 1.0;
+    }
+
+    void main() {
+        if (testFloatComponent(vecRandom.x) &&
+            testFloatComponent(vecRandom.y) &&
+            testFloatComponent(vecRandom.z) &&
+            testLastFloatComponent(vecRandom.w)) {
+            v_color = vec4(0.0, 1.0, 0.0, 1.0); // green -- We're good
+        } else {
+            v_color = vec4(1.0, 0.0, 0.0, 1.0); // red -- Unexpected value
+        }
+        gl_Position = vec4(position, 0.0, 1.0);
+    }
+</script>
+<script>
+"use strict";
+description("This test verifies that out-of-bounds array buffers behave according to spec.");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, {antialias: false});
+
+var numberOfQuads = 200;
+
+// Draw out-of-bounds beginning with the start offset passed in.
+// Ensure that drawArrays flags either no error or INVALID_OPERATION. In the case of INVALID_OPERATION,
+// no canvas pixels can be touched.  In the case of NO_ERROR, all written values must either be the
+// zero vertex or a value in the vertex buffer.  See vsCheckOutOfBounds shader.
+function drawAndVerifyOutOfBoundsArrays(gl, first, count) {
+    gl.clearColor(0.0, 0.0, 1.0, 1.0);  // Start with blue to indicate no pixels touched.
+    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+    gl.drawArrays(gl.TRIANGLES, first, count);
+    var error = gl.getError();
+    if (error === gl.INVALID_OPERATION) {
+        testPassed("drawArrays flagged INVALID_OPERATION, which is valid so long as all canvas pixels were not touched.");
+        wtu.checkCanvas(gl, [0, 0, 255, 255]);
+    } else if (error === gl.NO_ERROR) {
+        testPassed("drawArrays flagged NO_ERROR, which is valid so long as all canvas pixels are green.");
+        wtu.checkCanvas(gl, [0, 255, 0, 255]);
+    } else {
+        testFailed("Invalid error flagged by drawArrays. Should be INVALID_OPERATION or NO_ERROR");
+    }
+}
+
+// Create a vertex buffer with 200 properly formed triangle quads. These quads will cover the
+// canvas texture such that every single pixel is touched by the fragment shader.
+var glQuadBuffer = gl.createBuffer();
+gl.bindBuffer(gl.ARRAY_BUFFER, glQuadBuffer);
+var quadPositions = new Float32Array(numberOfQuads * /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/6);
+for (var i = 0; i < quadPositions.length; i += /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/6) {
+    quadPositions[i+0] = -1.0;  // upper left
+    quadPositions[i+1] =  1.0;
+    quadPositions[i+2] =  1.0;  // upper right
+    quadPositions[i+3] =  1.0;
+    quadPositions[i+4] = -1.0;  // lower left
+    quadPositions[i+5] = -1.0;
+    quadPositions[i+6] =  1.0;  // upper right
+    quadPositions[i+7] =  1.0;
+    quadPositions[i+8] =  1.0;  // lower right
+    quadPositions[i+9] = -1.0;
+    quadPositions[i+10] = -1.0;  // lower left
+    quadPositions[i+11] = -1.0;
+}
+gl.bufferData(gl.ARRAY_BUFFER, quadPositions, gl.STATIC_DRAW);
+gl.enableVertexAttribArray(0);
+gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+
+
+// Create a small vertex buffer with determined-ahead-of-time "random" values (0.2). This buffer will be
+// the one read past the end.
+var glVertexBuffer = gl.createBuffer();
+gl.bindBuffer(gl.ARRAY_BUFFER, glVertexBuffer);
+gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.2, 0.2, 0.2, 0.2, 0.2, 0.2]), gl.STATIC_DRAW);
+gl.enableVertexAttribArray(1);
+gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
+
+// Setup the verification program.
+var glProgram = wtu.setupProgram(gl, ["vsCheckOutOfBounds", wtu.simpleVertexColorFragmentShader], ["position", "vecRandom"]);
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Shader and buffer setup should not generate errors");
+
+debug("Test -- Draw off the end of the vertex buffer near the beginning of the out of bounds area.");
+drawAndVerifyOutOfBoundsArrays(gl, /*first*/6, /*count*/6);
+
+debug("");
+
+debug("Test -- Draw off the end of the vertex buffer near the end of the out of bounds area.")
+drawAndVerifyOutOfBoundsArrays(gl, /*first*/(numberOfQuads - 1) * 6, /*count*/6);
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>
diff --git a/sdk/tests/conformance/rendering/out-of-bounds-index-buffers.html b/sdk/tests/conformance/rendering/out-of-bounds-index-buffers.html
index baa5e55..4f03747 100644
--- a/sdk/tests/conformance/rendering/out-of-bounds-index-buffers.html
+++ b/sdk/tests/conformance/rendering/out-of-bounds-index-buffers.html
@@ -139,7 +139,7 @@
 
 // Setup the verification program.
 var glProgram = wtu.setupProgram(gl, ["vsCheckOutOfBounds", wtu.simpleVertexColorFragmentShader], ["position", "vecRandom"]);
-wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Shader and buffer setup should generate errors");
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Shader and buffer setup should not generate errors");
 
 debug("Test -- Index off the end of the vertex buffer near the beginning of the out of bounds area.");
 drawAndVerifyOutOfBoundsIndex(gl, /*StartIndex*/4);
diff --git a/sdk/tests/js/tests/out-of-bounds-test.js b/sdk/tests/js/tests/out-of-bounds-test.js
index bcddfdc..d73da06 100644
--- a/sdk/tests/js/tests/out-of-bounds-test.js
+++ b/sdk/tests/js/tests/out-of-bounds-test.js
@@ -72,9 +72,8 @@
     debug("Test empty buffer")
     gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([  ]), gl.STATIC_DRAW);
     gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
-    wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, wtu.replaceParams(callTemplate, {offset: 0, count: 1}));
-    wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, wtu.replaceParams(callTemplate, {offset: 0, count: 10000}));
-    wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, wtu.replaceParams(callTemplate, {offset: 0, count: 10000000000000}));
+    wtu.shouldGenerateGLError(gl, [gl.NO_ERROR, gl.INVALID_OPERATION], wtu.replaceParams(callTemplate, {offset: 0, count: 1}));
+    wtu.shouldGenerateGLError(gl, [gl.NO_ERROR, gl.INVALID_OPERATION], wtu.replaceParams(callTemplate, {offset: 0, count: 10000}));
     wtu.shouldGenerateGLError(gl, gl.NO_ERROR, wtu.replaceParams(callTemplate, {offset: 1, count: 0}));
     wtu.shouldGenerateGLError(gl, gl.NO_ERROR, wtu.replaceParams(callTemplate, {offset: 0, count: 0}));
     wtu.shouldGenerateGLError(gl, gl.NO_ERROR, wtu.replaceParams(callTemplate, {offset: 100, count: 0}));
@@ -85,9 +84,8 @@
     gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
     gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
     wtu.shouldGenerateGLError(gl, gl.NO_ERROR, wtu.replaceParams(callTemplate, {offset: 0, count: 3}));
-    wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, wtu.replaceParams(callTemplate, {offset: 3, count: 2}));
-    wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, wtu.replaceParams(callTemplate, {offset: 0, count: 10000}));
-    wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, wtu.replaceParams(callTemplate, {offset: 0, count: 10000000000000}));
+    wtu.shouldGenerateGLError(gl, [gl.NO_ERROR, gl.INVALID_OPERATION], wtu.replaceParams(callTemplate, {offset: 3, count: 2}));
+    wtu.shouldGenerateGLError(gl, [gl.NO_ERROR, gl.INVALID_OPERATION], wtu.replaceParams(callTemplate, {offset: 0, count: 10000}));
     wtu.shouldGenerateGLError(gl, gl.NO_ERROR, wtu.replaceParams(callTemplate, {offset: 0, count: 0}));
     wtu.shouldGenerateGLError(gl, gl.NO_ERROR, wtu.replaceParams(callTemplate, {offset: 100, count: 0}));
     runCommonInvalidValueTests(callTemplate, gl, wtu, ext);
@@ -125,8 +123,8 @@
 
     // values that could otherwise be valid but aren't due to bindings generate
     // INVALID_OPERATION
-    wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, wtu.replaceParams(callTemplate, {offset: 0, count: 10000}));
-    wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, wtu.replaceParams(callTemplate, {offset: '0x7fffffff', count: 1}));
+    wtu.shouldGenerateGLError(gl, [gl.NO_ERROR, gl.INVALID_OPERATION], wtu.replaceParams(callTemplate, {offset: 0, count: 10000}));
+    wtu.shouldGenerateGLError(gl, [gl.NO_ERROR, gl.INVALID_OPERATION], wtu.replaceParams(callTemplate, {offset: '0x7fffffff', count: 1}));
 };
 
 var runDrawElementsTest = function(callTemplate, gl, wtu, ext) {