#include "ANGLETest.h"

class ProgramBinaryTest : public ANGLETest
{
protected:
    ProgramBinaryTest()
    {
        setWindowWidth(128);
        setWindowHeight(128);
        setConfigRedBits(8);
        setConfigGreenBits(8);
        setConfigBlueBits(8);
        setConfigAlphaBits(8);
    }

    virtual void SetUp()
    {
        ANGLETest::SetUp();

        const std::string vertexShaderSource = SHADER_SOURCE
        (
            attribute vec4 inputAttribute;
            void main()
            {
                gl_Position = inputAttribute;
            }
        );

        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            void main()
            {
                gl_FragColor = vec4(1,0,0,1);
            }
        );

        mProgram = compileProgram(vertexShaderSource, fragmentShaderSource);
        if (mProgram == 0)
        {
            FAIL() << "shader compilation failed.";
        }

        glGenBuffers(1, &mBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_STATIC_DRAW);
        glBindBuffer(GL_ARRAY_BUFFER, 0);

        ASSERT_GL_NO_ERROR();
    }

    virtual void TearDown()
    {
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mBuffer);

        ANGLETest::TearDown();
    }

    GLuint mProgram;
    GLuint mBuffer;
};

// This tests the assumption that float attribs of different size
// should not internally cause a vertex shader recompile (for conversion).
TEST_F(ProgramBinaryTest, FloatDynamicShaderSize)
{
    glUseProgram(mProgram);
    glBindBuffer(GL_ARRAY_BUFFER, mBuffer);

    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
    glEnableVertexAttribArray(0);
    glDrawArrays(GL_POINTS, 0, 1);

    GLint programLength;
    glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);

    EXPECT_GL_NO_ERROR();

    for (GLsizei size = 1; size <= 3; size++)
    {
        glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, NULL);
        glEnableVertexAttribArray(0);
        glDrawArrays(GL_POINTS, 0, 1);

        GLint newProgramLength;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(programLength, newProgramLength);
    }
}
