FrameCapture: Ignore GetActiveAttrib Similar to how we skip glGetActiveUniform, we also need to skip glGetActiveAttrib. Attribute active status varies based on the underlying shader compiler. More aggresive stacks can find ways to eliminate them. If the application asks about attributes above GL_ACTIVE_ATTRIBUTES, a GL error is thrown, causing a trace to be non-portable. Tested with Eve Echoes and Monster Hunter Stories. Also added an end2end test that showcases a way apps ask about attributes, verified we can capture and replay it across multiple vendors now. Test: VertexAttributeTestES3.UnusedAttribsMEC Bug: angleproject:7215 Bug: angleproject:7557 Bug: angleproject:7402 Change-Id: I3c655bcead0ddb1677f8e1d49cb7d3f3c6b4feba Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3866041 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Cody Northrop <cnorthrop@google.com>