[core] add texture bindings to draw call instead of Context member fn

This commit is contained in:
Konstantin Käfer
2019-03-07 17:50:02 +01:00
parent cb64c380fb
commit e27f330629
50 changed files with 374 additions and 237 deletions

View File

@@ -9,7 +9,8 @@ TEST(BinaryProgram, ObtainValues) {
"binary code",
"identifier",
{ { "a_pos", 1 }, { "a_data", 4 } },
{ { "u_world", 1 }, { "u_ratio", 3 } } };
{ { "u_world", 1 }, { "u_ratio", 3 } },
{ { "u_image", 0 } } };
EXPECT_EQ(42u, binaryProgram.format());
EXPECT_EQ("binary code", binaryProgram.code());
@@ -20,6 +21,8 @@ TEST(BinaryProgram, ObtainValues) {
EXPECT_EQ(1, binaryProgram.uniformLocation("u_world"));
EXPECT_EQ(3, binaryProgram.uniformLocation("u_ratio"));
EXPECT_EQ(-1, binaryProgram.uniformLocation("a_data"));
EXPECT_EQ(0, binaryProgram.textureLocation("u_image"));
EXPECT_EQ(-1, binaryProgram.textureLocation("u_image2"));
auto serialized = binaryProgram.serialize();
@@ -34,6 +37,8 @@ TEST(BinaryProgram, ObtainValues) {
EXPECT_EQ(1, binaryProgram2.uniformLocation("u_world"));
EXPECT_EQ(3, binaryProgram2.uniformLocation("u_ratio"));
EXPECT_EQ(-1, binaryProgram2.uniformLocation("a_data"));
EXPECT_EQ(0, binaryProgram.textureLocation("u_image"));
EXPECT_EQ(-1, binaryProgram.textureLocation("u_image2"));
EXPECT_THROW(BinaryProgram(""), std::runtime_error);
}