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"use strict";
description("Tests generation of synthetic and real GL errors");

var wtu = WebGLTestUtils;
var context = wtu.create3DContext();
var program = wtu.loadStandardProgram(context);

// Other tests like incorrect-context-object-behaviour already test the raising
// of many synthetic GL errors. This test verifies the raising of certain
// known real GL errors, and contains a few regression tests for bugs
// discovered in the synthetic error generation and in the WebGL
// implementation itself.

wtu.glErrorShouldBe(context, context.NO_ERROR);

debug("Testing getActiveAttrib");
shouldThrow("context.getActiveAttrib(null, 2)");
wtu.glErrorShouldBe(context, context.NO_ERROR);
// Error state should be clear by this point
wtu.glErrorShouldBe(context, context.NO_ERROR);
// Real OpenGL error
shouldBeNull("context.getActiveAttrib(program, 2)");
wtu.glErrorShouldBe(context, context.INVALID_VALUE);
// Error state should be clear by this point
wtu.glErrorShouldBe(context, context.NO_ERROR);

debug("Testing getActiveUniform");
shouldThrow("context.getActiveUniform(null, 0)");
wtu.glErrorShouldBe(context, context.NO_ERROR);
// Error state should be clear by this point
wtu.glErrorShouldBe(context, context.NO_ERROR);
// Real OpenGL error
shouldBeNull("context.getActiveUniform(program, 50)");
wtu.glErrorShouldBe(context, context.INVALID_VALUE);
// Error state should be clear by this point
wtu.glErrorShouldBe(context, context.NO_ERROR);

debug("Testing attempts to manipulate the default framebuffer");
shouldBeUndefined("context.bindFramebuffer(context.FRAMEBUFFER, null)");
wtu.glErrorShouldBe(context, context.NO_ERROR);
shouldBeUndefined("context.framebufferRenderbuffer(context.FRAMEBUFFER, context.DEPTH_ATTACHMENT, context.RENDERBUFFER, null)");
// Synthetic OpenGL error
wtu.glErrorShouldBe(context, context.INVALID_OPERATION);
// Error state should be clear by this point
wtu.glErrorShouldBe(context, context.NO_ERROR);
shouldBeUndefined("context.framebufferTexture2D(context.FRAMEBUFFER, context.COLOR_ATTACHMENT0, context.TEXTURE_2D, null, 0)");
// Synthetic OpenGL error
wtu.glErrorShouldBe(context, context.INVALID_OPERATION);
// Error state should be clear by this point
wtu.glErrorShouldBe(context, context.NO_ERROR);

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