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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.
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<!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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("Tests the WebGLUniformLocation API");
var wtu = WebGLTestUtils;
var contextA = wtu.create3DContext();
var contextB = wtu.create3DContext();
var programA1 = wtu.loadStandardProgram(contextA);
var programA2 = wtu.loadStandardProgram(contextA);
var programB = wtu.loadStandardProgram(contextB);
var programS = wtu.loadProgramFromFile(contextA, "../../resources/structUniformShader.vert", "../../resources/fragmentShader.frag");
var programV = wtu.loadProgramFromFile(contextA, "../../resources/floatUniformShader.vert", "../../resources/noopUniformShader.frag");
var locationA = contextA.getUniformLocation(programA1, 'u_modelViewProjMatrix');
var locationB = contextB.getUniformLocation(programB, 'u_modelViewProjMatrix');
var locationSx = contextA.getUniformLocation(programS, "u_struct.x");
var locationSx2;
var locationArray0 = contextA.getUniformLocation(programS, "u_array[0]");
var locationArray1 = contextA.getUniformLocation(programS, "u_array[1]");
var locationVec4 = contextA.getUniformLocation(programV, "fval4");
var vec = [1, 2, 3, 4];
var mat = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16];
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programA2)");
wtu.shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.uniformMatrix4fv(locationA, false, mat)");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programA1)");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniformMatrix4fv(locationA, false, mat)");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniformMatrix4fv(null, false, mat)");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programS)");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform1i(locationSx, 333)");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform1f(locationArray0, 4.0)");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform1f(locationArray1, 5.0)");
shouldBe("contextA.getUniform(programS, locationSx)", "333");
shouldBe("contextA.getUniform(programS, locationArray0)", "4.0");
shouldBe("contextA.getUniform(programS, locationArray1)", "5.0");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programV)");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform4fv(locationVec4, vec)");
shouldBe("contextA.getUniform(programV, locationVec4)", "vec");
shouldBeNull("contextA.getUniformLocation(programV, \"IDontExist\")");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.linkProgram(programA1)");
// After linking all boxes are bad.
wtu.shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.uniformMatrix4fv(locationA, false, mat)");
// after re-linking the same program, all uniform locations become invalid.
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programS)");
contextA.stencilMask(1);
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.linkProgram(programS)");
wtu.shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.uniform1i(locationSx, 3)");
wtu.shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getUniform(programS, locationSx)");
// Make sure that with no current program, uniform location validation doesn't get confused.
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(null)");
wtu.shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.uniform1i(locationSx, 3)");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programS)");
// Retrieve the locations again, and they should be good.
locationSx = contextA.getUniformLocation(programS, "u_struct.x");
locationArray0 = contextA.getUniformLocation(programS, "u_array[0]");
debug("here");
contextA.stencilMask(0);
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform1i(locationSx, 3)");
wtu.shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform1f(locationArray0, 123)");
shouldBe("contextA.getUniform(programS, locationSx)", "3");
shouldBe("contextA.getUniform(programS, locationArray0)", "123");
// getUniformLocation should return a different object everytime, should not cache and return the same object
debug("Testing that getUniformLocation returns a different object everytime");
locationSx = contextA.getUniformLocation(programS, "u_struct.x");
locationSx2 = contextA.getUniformLocation(programS, "u_struct.x");
shouldBeFalse("locationSx === locationSx2");
locationSx.foo = {};
locationSx2.foo = {};
shouldBeFalse("locationSx.foo === locationSx2.foo");
var successfullyParsed = true;
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