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Copyright (c) 2021 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 Conformance Tests: Verify getFragDataLocation</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/desktop-gl-constants.js"></script>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" style="width: 4px; height: 4px;"> </canvas>
<div id="console"></div>
<script id="vs" type="x-shader/x-vertex">#version 300 es
void main() {
  gl_Position = vec4(0, 0, 0, 1);
}
</script>

<script id="fs" type="x-shader/x-fragment">#version 300 es
precision mediump float;
layout(location = 2) out vec4 fragColor0;
layout(location = 0) out vec4 fragColor1;
void main() {
  fragColor0 = vec4(0, 1, 0, 1);
  fragColor1 = vec4(1, 0, 0, 1);
}
</script>

<script id="fs-array" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 fragColor[2];
void main() {
  fragColor[0] = vec4(0, 1, 0, 1);
  fragColor[1] = vec4(1, 0, 0, 1);
}
</script>

<script id="vs-es2" type="x-shader/x-vertex">
void main() {
  gl_Position = vec4(0, 0, 0, 1);
}
</script>
<script id="fs-es2" type="x-shader/x-fragment">
precision mediump float;
void main() {
  gl_FragColor = vec4(0, 1, 0, 1);
}
</script>

<script>
"use strict";
description("This test verifies getFragDataLocation behaviors.");

debug("");

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

if (!gl) {
  testFailed("WebGL context does not exist");
} else {
  testPassed("WebGL context exists");
  runTests();
}

function runTests() {
  window.program = wtu.setupProgram(gl, ["vs", "fs"]);
  window.programArray = wtu.setupProgram(gl, ["vs", "fs-array"]);
  window.programEs2 = wtu.setupProgram(gl, ["vs-es2", "fs-es2"]);
  if (!program || !programArray || !programEs2) {
    testFailed("Set up program failed");
    return;
  }
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from set up");

  shouldBe("gl.getFragDataLocation(program, 'gl_FragColor')", "-1");
  shouldBe("gl.getFragDataLocation(programArray, 'gl_FragColor')", "-1");
  shouldBe("gl.getFragDataLocation(programEs2, 'gl_FragColor')", "-1");
  shouldBe("gl.getFragDataLocation(program, 'gl_FragData')", "-1");
  shouldBe("gl.getFragDataLocation(programArray, 'gl_FragData')", "-1");
  shouldBe("gl.getFragDataLocation(programEs2, 'gl_FragData')", "-1");
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from gl_* queries");

  var loc0 = gl.getFragDataLocation(program, "fragColor0");
  var loc1 = gl.getFragDataLocation(program, "fragColor1");
  if (loc0 != 2 || loc1 != 0) {
    testFailed("Fail to query scalar output variable locations, " +
               "expected: fragColor0->2, fragColor1->0, " +
               "got: fragColor0->" + loc0 + ", fragColor1->" + loc1);
  } else {
    testPassed("getFragDataLocation on scalar variables works fine");
  }

  var loc = gl.getFragDataLocation(programArray, "fragColor");
  loc0 = gl.getFragDataLocation(programArray, "fragColor[0]");
  loc1 = gl.getFragDataLocation(programArray, "fragColor[1]");
  if (loc < 0 || loc0 < 0 || loc1 < 0 || loc != loc0 || loc0 + 1 != loc1) {
    testFailed("Fail to query scalar output variable locations, " +
               "expected: fragColor->0, fragColor[0]->0, fragColor[1]->1, " +
               "got: fragColor->" + loc + ", fragColor[0]->" + loc0 + ", fragColor[1]->" + loc1);
  } else {
    testPassed("getFragDataLocation on variable arrays works fine");
  }
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from testing");
}

var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>

</body>
</html>
