moved EXT_frag_depth to community approved
1.0.1 and 1.0.2 versions of webgl-debug-shaders test had errors and weren't spec-conformant.
Add struct scope variable masking test.

GLSL allows the shader to define a new inner struct with the same name
as an outer struct. Moreover, you can declare variables of the outer
type, then redeclare the struct, then declare a variable with the new
type. Currently this is broken in ANGLE.
Query table for getVertexAttrib

- Add VERTEX_ATTRIB_ARRAY_DIVISOR
- Add VERTEX_ATTRIB_ARRAY_INTEGER
Integer Vertex Attribute return values, getSamplerParameter and getInternalformatParameter

Add return types for Integer Vertex Attribute return values.

Describe how the getVertexAttrib method will return attributes loaded
via vertexAttribI* family.
Removing unused CSS class
Remove TODO from generated IDL
Remove duplicated section header
Return table for getSyncParameter
Add WebGLHandlesContextLoss to isSync
Remove TODO from getVertexAttrib IDL
Forgot to update webgl2.idl from last commit
getQuery can only return a WebGLQuery object or null
getQueryParameter should be getQueryObject
Constructor tests : Added matrix tests

Added matrix tests and interval selection to constructor tests.
Replaced literal name in desciption by targetType

Replaced literal name in desciption by targetType var
Add text for WebGLSync.
Changed building of expression strings

Changed building of expression strings from incremental construction  to
joining array of string parts.
Typos

Notepad++ found some typos
Pass through shader result should always be true

Result of compilation of pass through (vertex or fragment) shader should
always be true and not set to the result of the test