[core] add texture bindings to draw call instead of Context member fn
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@@ -9,7 +9,8 @@ TEST(BinaryProgram, ObtainValues) {
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"binary code",
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"identifier",
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{ { "a_pos", 1 }, { "a_data", 4 } },
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{ { "u_world", 1 }, { "u_ratio", 3 } } };
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{ { "u_world", 1 }, { "u_ratio", 3 } },
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{ { "u_image", 0 } } };
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EXPECT_EQ(42u, binaryProgram.format());
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EXPECT_EQ("binary code", binaryProgram.code());
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@@ -20,6 +21,8 @@ TEST(BinaryProgram, ObtainValues) {
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EXPECT_EQ(1, binaryProgram.uniformLocation("u_world"));
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EXPECT_EQ(3, binaryProgram.uniformLocation("u_ratio"));
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EXPECT_EQ(-1, binaryProgram.uniformLocation("a_data"));
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EXPECT_EQ(0, binaryProgram.textureLocation("u_image"));
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EXPECT_EQ(-1, binaryProgram.textureLocation("u_image2"));
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auto serialized = binaryProgram.serialize();
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@@ -34,6 +37,8 @@ TEST(BinaryProgram, ObtainValues) {
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EXPECT_EQ(1, binaryProgram2.uniformLocation("u_world"));
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EXPECT_EQ(3, binaryProgram2.uniformLocation("u_ratio"));
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EXPECT_EQ(-1, binaryProgram2.uniformLocation("a_data"));
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EXPECT_EQ(0, binaryProgram.textureLocation("u_image"));
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EXPECT_EQ(-1, binaryProgram.textureLocation("u_image2"));
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EXPECT_THROW(BinaryProgram(""), std::runtime_error);
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}
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