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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Test/Program): Test for GetAttribLocation/BindAttribLocation
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@@ -23,8 +23,13 @@ TEST_F(ProgramTest, Sanity) {
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const char* vsSrc = R"(#version 460
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in vec4 Position;
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in float fIn;
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layout (location = 0) in vec4 Position;
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in float fIn4;
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in float fIn2;
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in float fIn5;
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in float fIn6;
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in float fIn1;
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in float fIn3;
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layout(location = 0) uniform mat4 ProjMat;
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uniform vec2 InSize;
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@@ -37,7 +42,7 @@ void main(){
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vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
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gl_Position = vec4(outPos.xy, 0.2, 1.0);
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oneTexel = (1.0 * fIn) / InSize;
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oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / InSize;
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texCoord = Position.xy / OutSize;
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})";
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@@ -111,6 +116,10 @@ TEST_F(ProgramTest, CompileAndLink) {
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GLuint program = CreateProgram();
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AttachShader(program, vs);
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AttachShader(program, fs);
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BindAttribLocation(program, 1, "fIn1");
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BindAttribLocation(program, 3, "fIn3");
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BindAttribLocation(program, 5, "fIn5");
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printf("Linking program...\n");
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LinkProgram(program);
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printf("Program linked.\n");
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@@ -124,4 +133,9 @@ TEST_F(ProgramTest, CompileAndLink) {
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GLint uniformNameMaxLength = 0;
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GetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformNameMaxLength);
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EXPECT_EQ(uniformNameMaxLength, 12);
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EXPECT_EQ(GetAttribLocation(program, "Position"), 0);
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EXPECT_EQ(GetAttribLocation(program, "fIn1"), 1);
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EXPECT_EQ(GetAttribLocation(program, "fIn3"), 3);
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EXPECT_EQ(GetAttribLocation(program, "fIn5"), 5);
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}
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