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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">
<title>WebGL Uniform Buffers should work on second compile</title>
<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>
<script id='vshader' type='x-shader/x-vertex'>
#version 300 es

layout(location=0) in vec4 position;
layout(std140, column_major) uniform Uniforms1 {
    mat4 transform;
};
out vec3 vColor;

void main() {
    gl_Position = transform * position;
}
</script>
<script id='fshader' type='x-shader/x-fragment'>
#version 300 es
precision highp float;

layout(std140) uniform Uniforms2 {
    vec4 color;
};
out vec4 fragColor;

void main(){
    fragColor = color;
}
</script>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<div id="console"></div>
<script>
"use strict";
description("This test verifies that getUniformBlockIndex isn't broken on second compile.");

debug("This is a regression test for <a href='http://crbug.com/716018'>http://crbug.com/716018</a>");
debug("");

var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);

// Initialize
gl.clearColor(0, 0, 0, 1);
var vsSource = document.getElementById("vshader").text.trim();
var fsSource = document.getElementById("fshader").text.trim();

function runTest() {
    // Run twice to make sure that the second build does not cause errors
    // (i.e. due to caching).
    for (var i = 0; i < 2; ++i) {
        debug("Compile/test iteration " + i);

        var vertexShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vertexShader, vsSource);
        gl.compileShader(vertexShader);
        // Note: if COMPILE_STATUS is retrieved here, it hides the bug.

        var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fragmentShader, fsSource);
        gl.compileShader(fragmentShader);
        // Note: if COMPILE_STATUS is retrieved here, it hides the bug.

        var program = gl.createProgram();
        gl.attachShader(program, vertexShader);
        gl.attachShader(program, fragmentShader);
        gl.linkProgram(program);

        gl.useProgram(program);

        var uniforms1Location = gl.getUniformBlockIndex(program, "Uniforms1");
        gl.uniformBlockBinding(program, uniforms1Location, 0);
        wtu.glErrorShouldBe(gl, gl.NO_ERROR, "uniforms1Location was " + uniforms1Location);

        var uniforms2Location = gl.getUniformBlockIndex(program, "Uniforms2");
        gl.uniformBlockBinding(program, uniforms2Location, 1);
        wtu.glErrorShouldBe(gl, gl.NO_ERROR, "uniforms2Location was " + uniforms2Location);

        debug("");
    }
}

runTest();

var successfullyParsed = true;
</script>

<script src="../../js/js-test-post.js"></script>
</body>
</html>
