| // | |
| // Copyright 2015 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| // SimpleOperationTest: | |
| // Basic GL commands such as linking a program, initializing a buffer, etc. | |
| #include "test_utils/ANGLETest.h" | |
| #include <vector> | |
| #include "test_utils/gl_raii.h" | |
| #include "util/EGLWindow.h" | |
| #include "util/random_utils.h" | |
| using namespace angle; | |
| namespace | |
| { | |
| constexpr char kBasicVertexShader[] = | |
| R"(attribute vec3 position; | |
| void main() | |
| { | |
| gl_Position = vec4(position, 1); | |
| })"; | |
| constexpr char kGreenFragmentShader[] = | |
| R"(void main() | |
| { | |
| gl_FragColor = vec4(0, 1, 0, 1); | |
| })"; | |
| class SimpleOperationTest : public ANGLETest | |
| { | |
| protected: | |
| SimpleOperationTest() | |
| { | |
| setWindowWidth(128); | |
| setWindowHeight(128); | |
| setConfigRedBits(8); | |
| setConfigGreenBits(8); | |
| setConfigBlueBits(8); | |
| setConfigAlphaBits(8); | |
| } | |
| void verifyBuffer(const std::vector<uint8_t> &data, GLenum binding); | |
| template <typename T> | |
| void testDrawElementsLineLoopUsingClientSideMemory(GLenum indexType, | |
| int windowWidth, | |
| int windowHeight); | |
| }; | |
| void SimpleOperationTest::verifyBuffer(const std::vector<uint8_t> &data, GLenum binding) | |
| { | |
| if (!IsGLExtensionEnabled("GL_EXT_map_buffer_range")) | |
| { | |
| return; | |
| } | |
| uint8_t *mapPointer = | |
| static_cast<uint8_t *>(glMapBufferRangeEXT(GL_ARRAY_BUFFER, 0, 1024, GL_MAP_READ_BIT)); | |
| ASSERT_GL_NO_ERROR(); | |
| std::vector<uint8_t> readbackData(data.size()); | |
| memcpy(readbackData.data(), mapPointer, data.size()); | |
| glUnmapBufferOES(GL_ARRAY_BUFFER); | |
| EXPECT_EQ(data, readbackData); | |
| } | |
| // Validates if culling rasterization states work. Simply draws a quad with | |
| // cull face enabled and make sure we still render correctly. | |
| TEST_P(SimpleOperationTest, CullFaceEnabledState) | |
| { | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| glUseProgram(program); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glEnable(GL_CULL_FACE); | |
| drawQuad(program.get(), "position", 0.0f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Validates if culling rasterization states work. Simply draws a quad with | |
| // cull face enabled with cullface front and make sure the face have not been rendered. | |
| TEST_P(SimpleOperationTest, CullFaceFrontEnabledState) | |
| { | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| glUseProgram(program); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glEnable(GL_CULL_FACE); | |
| // Should make the quad disappear since we draw it front facing. | |
| glCullFace(GL_FRONT); | |
| drawQuad(program.get(), "position", 0.0f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack); | |
| } | |
| // Validates if blending render states work. Simply draws twice and verify the color have been | |
| // added in the final output. | |
| TEST_P(SimpleOperationTest, BlendingRenderState) | |
| { | |
| // The precision when blending isn't perfect and some tests fail with a color of 254 instead | |
| // of 255 on the green component. This is why we need 0.51 green instead of .5 | |
| constexpr char halfGreenFragmentShader[] = | |
| R"(void main() | |
| { | |
| gl_FragColor = vec4(0, 0.51, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, halfGreenFragmentShader); | |
| glUseProgram(program); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glEnable(GL_BLEND); | |
| glBlendFunc(GL_ONE, GL_ONE); | |
| glBlendEquation(GL_FUNC_ADD); | |
| auto vertices = GetQuadVertices(); | |
| const GLint positionLocation = glGetAttribLocation(program, "position"); | |
| ASSERT_NE(-1, positionLocation); | |
| GLBuffer vertexBuffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get()); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(), | |
| GL_STATIC_DRAW); | |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); | |
| glEnableVertexAttribArray(positionLocation); | |
| // Drawing a quad once will give 0.51 green, but if we enable blending | |
| // with additive function we should end up with full green of 1.0 with | |
| // a clamping func of 1.0. | |
| glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vertices.size())); | |
| glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vertices.size())); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| TEST_P(SimpleOperationTest, CompileVertexShader) | |
| { | |
| GLuint shader = CompileShader(GL_VERTEX_SHADER, kBasicVertexShader); | |
| EXPECT_NE(shader, 0u); | |
| glDeleteShader(shader); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| TEST_P(SimpleOperationTest, CompileFragmentShaderSingleVaryingInput) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying vec4 v_input; | |
| void main() | |
| { | |
| gl_FragColor = v_input; | |
| })"; | |
| GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS); | |
| EXPECT_NE(shader, 0u); | |
| glDeleteShader(shader); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Covers a simple bug in Vulkan to do with dependencies between the Surface and the default | |
| // Framebuffer. | |
| TEST_P(SimpleOperationTest, ClearAndSwap) | |
| { | |
| glClearColor(1.0, 0.0, 0.0, 1.0); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| swapBuffers(); | |
| // Can't check the pixel result after the swap, and checking the pixel result affects the | |
| // behaviour of the test on the Vulkan back-end, so don't bother checking correctness. | |
| ASSERT_GL_NO_ERROR(); | |
| ASSERT_FALSE(getGLWindow()->hasError()); | |
| } | |
| // Simple case of setting a scissor, enabled or disabled. | |
| TEST_P(SimpleOperationTest, ScissorTest) | |
| { | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glEnable(GL_SCISSOR_TEST); | |
| glScissor(getWindowWidth() / 4, getWindowHeight() / 4, getWindowWidth() / 2, | |
| getWindowHeight() / 2); | |
| // Fill the whole screen with a quad. | |
| drawQuad(program.get(), "position", 0.0f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| // Test outside the scissor test, pitch black. | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack); | |
| // Test inside, green of the fragment shader. | |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green); | |
| } | |
| TEST_P(SimpleOperationTest, LinkProgramShadersNoInputs) | |
| { | |
| constexpr char kVS[] = "void main() { gl_Position = vec4(1.0, 1.0, 1.0, 1.0); }"; | |
| constexpr char kFS[] = "void main() { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); }"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| TEST_P(SimpleOperationTest, LinkProgramWithUniforms) | |
| { | |
| constexpr char kVS[] = R"(void main() | |
| { | |
| gl_Position = vec4(1.0, 1.0, 1.0, 1.0); | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| uniform vec4 u_input; | |
| void main() | |
| { | |
| gl_FragColor = u_input; | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| const GLint uniformLoc = glGetUniformLocation(program, "u_input"); | |
| EXPECT_NE(-1, uniformLoc); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| TEST_P(SimpleOperationTest, LinkProgramWithAttributes) | |
| { | |
| constexpr char kVS[] = R"(attribute vec4 a_input; | |
| void main() | |
| { | |
| gl_Position = a_input; | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kGreenFragmentShader); | |
| const GLint attribLoc = glGetAttribLocation(program, "a_input"); | |
| EXPECT_NE(-1, attribLoc); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| TEST_P(SimpleOperationTest, BufferDataWithData) | |
| { | |
| GLBuffer buffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, buffer.get()); | |
| std::vector<uint8_t> data(1024); | |
| FillVectorWithRandomUBytes(&data); | |
| glBufferData(GL_ARRAY_BUFFER, data.size(), &data[0], GL_STATIC_DRAW); | |
| verifyBuffer(data, GL_ARRAY_BUFFER); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| TEST_P(SimpleOperationTest, BufferDataWithNoData) | |
| { | |
| GLBuffer buffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, buffer.get()); | |
| glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| TEST_P(SimpleOperationTest, BufferSubData) | |
| { | |
| GLBuffer buffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, buffer.get()); | |
| constexpr size_t bufferSize = 1024; | |
| std::vector<uint8_t> data(bufferSize); | |
| FillVectorWithRandomUBytes(&data); | |
| glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW); | |
| constexpr size_t subDataCount = 16; | |
| constexpr size_t sliceSize = bufferSize / subDataCount; | |
| for (size_t i = 0; i < subDataCount; i++) | |
| { | |
| size_t offset = i * sliceSize; | |
| glBufferSubData(GL_ARRAY_BUFFER, offset, sliceSize, &data[offset]); | |
| } | |
| verifyBuffer(data, GL_ARRAY_BUFFER); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Simple quad test. | |
| TEST_P(SimpleOperationTest, DrawQuad) | |
| { | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Simple quad test with data in client memory, not vertex buffer. | |
| TEST_P(SimpleOperationTest, DrawQuadFromClientMemory) | |
| { | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| drawQuad(program.get(), "position", 0.5f, 1.0f, false); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Simple double quad test. | |
| TEST_P(SimpleOperationTest, DrawQuadTwice) | |
| { | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); | |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Simple line test. | |
| TEST_P(SimpleOperationTest, DrawLine) | |
| { | |
| // We assume in the test the width and height are equal and we are tracing | |
| // the line from bottom left to top right. Verify that all pixels along that line | |
| // have been traced with green. | |
| ASSERT_EQ(getWindowWidth(), getWindowHeight()); | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| glUseProgram(program); | |
| std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}}; | |
| const GLint positionLocation = glGetAttribLocation(program, "position"); | |
| ASSERT_NE(-1, positionLocation); | |
| GLBuffer vertexBuffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(), | |
| GL_STATIC_DRAW); | |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | |
| glEnableVertexAttribArray(positionLocation); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(vertices.size())); | |
| glDisableVertexAttribArray(positionLocation); | |
| ASSERT_GL_NO_ERROR(); | |
| for (auto x = 0; x < getWindowWidth(); x++) | |
| { | |
| EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green); | |
| } | |
| } | |
| // Simple line test that will use a very large offset in the vertex attributes. | |
| TEST_P(SimpleOperationTest, DrawLineWithLargeAttribPointerOffset) | |
| { | |
| // We assume in the test the width and height are equal and we are tracing | |
| // the line from bottom left to top right. Verify that all pixels along that line | |
| // have been traced with green. | |
| ASSERT_EQ(getWindowWidth(), getWindowHeight()); | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| glUseProgram(program); | |
| int kOffset = 3315; | |
| std::vector<Vector3> vertices(kOffset); | |
| Vector3 vector1{-1.0f, -1.0f, 0.0f}; | |
| Vector3 vector2{1.0f, 1.0f, 0.0f}; | |
| vertices.emplace_back(vector1); | |
| vertices.emplace_back(vector2); | |
| const GLint positionLocation = glGetAttribLocation(program, "position"); | |
| ASSERT_NE(-1, positionLocation); | |
| GLBuffer vertexBuffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(), | |
| GL_STATIC_DRAW); | |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, | |
| reinterpret_cast<const void *>(kOffset * sizeof(vertices[0]))); | |
| glEnableVertexAttribArray(positionLocation); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDrawArrays(GL_LINES, 0, 2); | |
| glDisableVertexAttribArray(positionLocation); | |
| ASSERT_GL_NO_ERROR(); | |
| for (auto x = 0; x < getWindowWidth(); x++) | |
| { | |
| EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green); | |
| } | |
| } | |
| // Simple line strip test. | |
| TEST_P(SimpleOperationTest, DrawLineStrip) | |
| { | |
| // We assume in the test the width and height are equal and we are tracing | |
| // the line from bottom left to center, then from center to bottom right. | |
| // Verify that all pixels along these lines have been traced with green. | |
| ASSERT_EQ(getWindowWidth(), getWindowHeight()); | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| glUseProgram(program); | |
| auto vertices = | |
| std::vector<Vector3>{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {1.0f, -1.0f, 0.0f}}; | |
| const GLint positionLocation = glGetAttribLocation(program, "position"); | |
| ASSERT_NE(-1, positionLocation); | |
| GLBuffer vertexBuffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get()); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(), | |
| GL_STATIC_DRAW); | |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); | |
| glEnableVertexAttribArray(positionLocation); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(vertices.size())); | |
| ASSERT_GL_NO_ERROR(); | |
| const auto centerX = getWindowWidth() / 2; | |
| const auto centerY = getWindowHeight() / 2; | |
| for (auto x = 0; x < centerX; x++) | |
| { | |
| EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green); | |
| } | |
| for (auto x = centerX, y = centerY - 1; x < getWindowWidth() && y >= 0; x++, y--) | |
| { | |
| EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green); | |
| } | |
| } | |
| // Simple triangle fans test. | |
| TEST_P(SimpleOperationTest, DrawTriangleFan) | |
| { | |
| // We assume in the test the width and height are equal and we are tracing | |
| // 2 triangles to cover half the surface like this: | |
| ASSERT_EQ(getWindowWidth(), getWindowHeight()); | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| glUseProgram(program); | |
| auto vertices = std::vector<Vector3>{ | |
| {-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}}; | |
| const GLint positionLocation = glGetAttribLocation(program, "position"); | |
| ASSERT_NE(-1, positionLocation); | |
| GLBuffer vertexBuffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get()); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(), | |
| GL_STATIC_DRAW); | |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); | |
| glEnableVertexAttribArray(positionLocation); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDrawArrays(GL_TRIANGLE_FAN, 0, static_cast<GLsizei>(vertices.size())); | |
| glDisableVertexAttribArray(positionLocation); | |
| EXPECT_GL_NO_ERROR(); | |
| // Check 4 lines accross de triangles to make sure we filled it. | |
| // Don't check every pixel as it would slow down our tests. | |
| for (auto x = 0; x < getWindowWidth(); x++) | |
| { | |
| EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green); | |
| } | |
| for (auto x = getWindowWidth() / 3, y = 0; x < getWindowWidth(); x++, y++) | |
| { | |
| EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green); | |
| } | |
| for (auto x = getWindowWidth() / 2, y = 0; x < getWindowWidth(); x++, y++) | |
| { | |
| EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green); | |
| } | |
| for (auto x = (getWindowWidth() / 4) * 3, y = 0; x < getWindowWidth(); x++, y++) | |
| { | |
| EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green); | |
| } | |
| } | |
| // Simple repeated draw and swap test. | |
| TEST_P(SimpleOperationTest, DrawQuadAndSwap) | |
| { | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| for (int i = 0; i < 8; ++i) | |
| { | |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| swapBuffers(); | |
| } | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Simple indexed quad test. | |
| TEST_P(SimpleOperationTest, DrawIndexedQuad) | |
| { | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| drawIndexedQuad(program.get(), "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Simple repeated indexed draw and swap test. | |
| TEST_P(SimpleOperationTest, DrawIndexedQuadAndSwap) | |
| { | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| // 32 iterations is an arbitrary number. The more iterations, the more flaky syncronization | |
| // issues will reproduce consistently. | |
| for (int i = 0; i < 32; ++i) | |
| { | |
| drawIndexedQuad(program.get(), "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| swapBuffers(); | |
| } | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Draw with a fragment uniform. | |
| TEST_P(SimpleOperationTest, DrawQuadWithFragmentUniform) | |
| { | |
| constexpr char kFS[] = | |
| "uniform mediump vec4 color;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = color;\n" | |
| "}"; | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kFS); | |
| GLint location = glGetUniformLocation(program, "color"); | |
| ASSERT_NE(-1, location); | |
| glUseProgram(program); | |
| glUniform4f(location, 0.0f, 1.0f, 0.0f, 1.0f); | |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Draw with a vertex uniform. | |
| TEST_P(SimpleOperationTest, DrawQuadWithVertexUniform) | |
| { | |
| constexpr char kVS[] = | |
| "attribute vec3 position;\n" | |
| "uniform vec4 color;\n" | |
| "varying vec4 vcolor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(position, 1);\n" | |
| " vcolor = color;\n" | |
| "}"; | |
| constexpr char kFS[] = | |
| "varying mediump vec4 vcolor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vcolor;\n" | |
| "}"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| const GLint location = glGetUniformLocation(program, "color"); | |
| ASSERT_NE(-1, location); | |
| glUseProgram(program); | |
| glUniform4f(location, 0.0f, 1.0f, 0.0f, 1.0f); | |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Draw with two uniforms. | |
| TEST_P(SimpleOperationTest, DrawQuadWithTwoUniforms) | |
| { | |
| constexpr char kVS[] = | |
| "attribute vec3 position;\n" | |
| "uniform vec4 color1;\n" | |
| "varying vec4 vcolor1;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(position, 1);\n" | |
| " vcolor1 = color1;\n" | |
| "}"; | |
| constexpr char kFS[] = | |
| "uniform mediump vec4 color2;\n" | |
| "varying mediump vec4 vcolor1;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vcolor1 + color2;\n" | |
| "}"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| const GLint location1 = glGetUniformLocation(program, "color1"); | |
| ASSERT_NE(-1, location1); | |
| const GLint location2 = glGetUniformLocation(program, "color2"); | |
| ASSERT_NE(-1, location2); | |
| glUseProgram(program); | |
| glUniform4f(location1, 0.0f, 1.0f, 0.0f, 1.0f); | |
| glUniform4f(location2, 1.0f, 0.0f, 0.0f, 1.0f); | |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow); | |
| } | |
| // Tests a shader program with more than one vertex attribute, with vertex buffers. | |
| TEST_P(SimpleOperationTest, ThreeVertexAttributes) | |
| { | |
| constexpr char kVS[] = R"(attribute vec2 position; | |
| attribute vec4 color1; | |
| attribute vec4 color2; | |
| varying vec4 color; | |
| void main() | |
| { | |
| gl_Position = vec4(position, 0, 1); | |
| color = color1 + color2; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying vec4 color; | |
| void main() | |
| { | |
| gl_FragColor = color; | |
| } | |
| )"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| glUseProgram(program); | |
| const GLint color1Loc = glGetAttribLocation(program, "color1"); | |
| const GLint color2Loc = glGetAttribLocation(program, "color2"); | |
| ASSERT_NE(-1, color1Loc); | |
| ASSERT_NE(-1, color2Loc); | |
| const auto &indices = GetQuadIndices(); | |
| // Make colored corners with red == x or 1 -x , and green = y or 1 - y. | |
| std::array<GLColor, 4> baseColors1 = { | |
| {GLColor::black, GLColor::red, GLColor::green, GLColor::yellow}}; | |
| std::array<GLColor, 4> baseColors2 = { | |
| {GLColor::yellow, GLColor::green, GLColor::red, GLColor::black}}; | |
| std::vector<GLColor> colors1; | |
| std::vector<GLColor> colors2; | |
| for (GLushort index : indices) | |
| { | |
| colors1.push_back(baseColors1[index]); | |
| colors2.push_back(baseColors2[index]); | |
| } | |
| GLBuffer color1Buffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, color1Buffer); | |
| glBufferData(GL_ARRAY_BUFFER, colors1.size() * sizeof(GLColor), colors1.data(), GL_STATIC_DRAW); | |
| glVertexAttribPointer(color1Loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr); | |
| glEnableVertexAttribArray(color1Loc); | |
| GLBuffer color2Buffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, color2Buffer); | |
| glBufferData(GL_ARRAY_BUFFER, colors2.size() * sizeof(GLColor), colors2.data(), GL_STATIC_DRAW); | |
| glVertexAttribPointer(color2Loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr); | |
| glEnableVertexAttribArray(color2Loc); | |
| // Draw a non-indexed quad with all vertex buffers. Should draw yellow to the entire window. | |
| drawQuad(program, "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::yellow); | |
| } | |
| // Creates a 2D texture, no other operations. | |
| TEST_P(SimpleOperationTest, CreateTexture2DNoData) | |
| { | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Creates a 2D texture, no other operations. | |
| TEST_P(SimpleOperationTest, CreateTexture2DWithData) | |
| { | |
| std::vector<GLColor> colors(16 * 16, GLColor::red); | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data()); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Creates a cube texture, no other operations. | |
| TEST_P(SimpleOperationTest, CreateTextureCubeNoData) | |
| { | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_CUBE_MAP, texture); | |
| for (GLenum cubeFace : kCubeFaces) | |
| { | |
| glTexImage2D(cubeFace, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| } | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Creates a cube texture, no other operations. | |
| TEST_P(SimpleOperationTest, CreateTextureCubeWithData) | |
| { | |
| std::vector<GLColor> colors(16 * 16, GLColor::red); | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_CUBE_MAP, texture); | |
| for (GLenum cubeFace : kCubeFaces) | |
| { | |
| glTexImage2D(cubeFace, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data()); | |
| } | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Creates a program with a texture. | |
| TEST_P(SimpleOperationTest, LinkProgramWithTexture) | |
| { | |
| ASSERT_NE(0u, get2DTexturedQuadProgram()); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Creates a program with a 2D texture and renders with it. | |
| TEST_P(SimpleOperationTest, DrawWith2DTexture) | |
| { | |
| std::array<GLColor, 4> colors = { | |
| {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}}; | |
| GLTexture tex; | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data()); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| draw2DTexturedQuad(0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| int w = getWindowWidth() - 2; | |
| int h = getWindowHeight() - 2; | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); | |
| EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green); | |
| EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue); | |
| EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow); | |
| } | |
| template <typename T> | |
| void SimpleOperationTest::testDrawElementsLineLoopUsingClientSideMemory(GLenum indexType, | |
| int windowWidth, | |
| int windowHeight) | |
| { | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| glUseProgram(program); | |
| // We expect to draw a square with these 4 vertices with a drawArray call. | |
| std::vector<Vector3> vertices; | |
| CreatePixelCenterWindowCoords({{32, 96}, {32, 32}, {96, 32}, {96, 96}}, windowWidth, | |
| windowHeight, &vertices); | |
| // If we use these indices to draw however, we should be drawing an hourglass. | |
| std::vector<T> indices{3, 2, 1, 0}; | |
| GLint positionLocation = glGetAttribLocation(program, "position"); | |
| ASSERT_NE(-1, positionLocation); | |
| GLBuffer vertexBuffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(), | |
| GL_STATIC_DRAW); | |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | |
| glEnableVertexAttribArray(positionLocation); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDrawElements(GL_LINE_LOOP, 4, indexType, indices.data()); | |
| glDisableVertexAttribArray(positionLocation); | |
| ASSERT_GL_NO_ERROR(); | |
| int quarterWidth = windowWidth / 4; | |
| int quarterHeight = windowHeight / 4; | |
| // Bottom left | |
| EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight, GLColor::green); | |
| // Top left | |
| EXPECT_PIXEL_COLOR_EQ(quarterWidth, (quarterHeight * 3), GLColor::green); | |
| // Top right | |
| EXPECT_PIXEL_COLOR_EQ((quarterWidth * 3), (quarterHeight * 3) - 1, GLColor::green); | |
| // Verify line is closed between the 2 last vertices | |
| EXPECT_PIXEL_COLOR_EQ((quarterWidth * 2), quarterHeight, GLColor::green); | |
| } | |
| // Draw a line loop using a drawElement call and client side memory. | |
| TEST_P(SimpleOperationTest, DrawElementsLineLoopUsingUShortClientSideMemory) | |
| { | |
| testDrawElementsLineLoopUsingClientSideMemory<GLushort>(GL_UNSIGNED_SHORT, getWindowWidth(), | |
| getWindowHeight()); | |
| } | |
| // Draw a line loop using a drawElement call and client side memory. | |
| TEST_P(SimpleOperationTest, DrawElementsLineLoopUsingUByteClientSideMemory) | |
| { | |
| testDrawElementsLineLoopUsingClientSideMemory<GLubyte>(GL_UNSIGNED_BYTE, getWindowWidth(), | |
| getWindowHeight()); | |
| } | |
| // Creates a program with a cube texture and renders with it. | |
| TEST_P(SimpleOperationTest, DrawWithCubeTexture) | |
| { | |
| std::array<Vector2, 6 * 4> positions = {{ | |
| {0, 1}, {1, 1}, {1, 2}, {0, 2} /* first face */, | |
| {1, 0}, {2, 0}, {2, 1}, {1, 1} /* second face */, | |
| {1, 1}, {2, 1}, {2, 2}, {1, 2} /* third face */, | |
| {1, 2}, {2, 2}, {2, 3}, {1, 3} /* fourth face */, | |
| {2, 1}, {3, 1}, {3, 2}, {2, 2} /* fifth face */, | |
| {3, 1}, {4, 1}, {4, 2}, {3, 2} /* sixth face */, | |
| }}; | |
| const float w4 = 1.0f / 4.0f; | |
| const float h3 = 1.0f / 3.0f; | |
| // This draws a "T" shape based on the four faces of the cube. The window is divided into four | |
| // tiles horizontally and three tiles vertically (hence the w4 and h3 variable naming). | |
| for (Vector2 &pos : positions) | |
| { | |
| pos.data()[0] = pos.data()[0] * w4 * 2.0f - 1.0f; | |
| pos.data()[1] = pos.data()[1] * h3 * 2.0f - 1.0f; | |
| } | |
| const Vector3 posX(1, 0, 0); | |
| const Vector3 negX(-1, 0, 0); | |
| const Vector3 posY(0, 1, 0); | |
| const Vector3 negY(0, -1, 0); | |
| const Vector3 posZ(0, 0, 1); | |
| const Vector3 negZ(0, 0, -1); | |
| std::array<Vector3, 6 * 4> coords = {{ | |
| posX, posX, posX, posX /* first face */, negX, negX, negX, negX /* second face */, | |
| posY, posY, posY, posY /* third face */, negY, negY, negY, negY /* fourth face */, | |
| posZ, posZ, posZ, posZ /* fifth face */, negZ, negZ, negZ, negZ /* sixth face */, | |
| }}; | |
| const std::array<std::array<GLColor, 4>, 6> colors = {{ | |
| {GLColor::red, GLColor::red, GLColor::red, GLColor::red}, | |
| {GLColor::green, GLColor::green, GLColor::green, GLColor::green}, | |
| {GLColor::blue, GLColor::blue, GLColor::blue, GLColor::blue}, | |
| {GLColor::yellow, GLColor::yellow, GLColor::yellow, GLColor::yellow}, | |
| {GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}, | |
| {GLColor::magenta, GLColor::magenta, GLColor::magenta, GLColor::magenta}, | |
| }}; | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_CUBE_MAP, texture); | |
| for (size_t faceIndex = 0; faceIndex < kCubeFaces.size(); ++faceIndex) | |
| { | |
| glTexImage2D(kCubeFaces[faceIndex], 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| colors[faceIndex].data()); | |
| } | |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| constexpr char kVertexShader[] = R"(attribute vec2 pos; | |
| attribute vec3 coord; | |
| varying vec3 texCoord; | |
| void main() | |
| { | |
| gl_Position = vec4(pos, 0, 1); | |
| texCoord = coord; | |
| })"; | |
| constexpr char kFragmentShader[] = R"(precision mediump float; | |
| varying vec3 texCoord; | |
| uniform samplerCube tex; | |
| void main() | |
| { | |
| gl_FragColor = textureCube(tex, texCoord); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVertexShader, kFragmentShader); | |
| GLint samplerLoc = glGetUniformLocation(program, "tex"); | |
| ASSERT_EQ(samplerLoc, 0); | |
| glUseProgram(program); | |
| GLint posLoc = glGetAttribLocation(program, "pos"); | |
| ASSERT_NE(-1, posLoc); | |
| GLint coordLoc = glGetAttribLocation(program, "coord"); | |
| ASSERT_NE(-1, coordLoc); | |
| GLBuffer posBuffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, posBuffer); | |
| glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(Vector2), positions.data(), | |
| GL_STATIC_DRAW); | |
| glVertexAttribPointer(posLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr); | |
| glEnableVertexAttribArray(posLoc); | |
| GLBuffer coordBuffer; | |
| glBindBuffer(GL_ARRAY_BUFFER, coordBuffer); | |
| glBufferData(GL_ARRAY_BUFFER, coords.size() * sizeof(Vector3), coords.data(), GL_STATIC_DRAW); | |
| glVertexAttribPointer(coordLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | |
| glEnableVertexAttribArray(coordLoc); | |
| auto quadIndices = GetQuadIndices(); | |
| std::array<GLushort, 6 * 6> kElementsData; | |
| for (GLushort quadIndex = 0; quadIndex < 6; ++quadIndex) | |
| { | |
| for (GLushort elementIndex = 0; elementIndex < 6; ++elementIndex) | |
| { | |
| kElementsData[quadIndex * 6 + elementIndex] = quadIndices[elementIndex] + 4 * quadIndex; | |
| } | |
| } | |
| glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| GLBuffer elementBuffer; | |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer); | |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, kElementsData.size() * sizeof(GLushort), | |
| kElementsData.data(), GL_STATIC_DRAW); | |
| glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(kElementsData.size()), GL_UNSIGNED_SHORT, | |
| nullptr); | |
| ASSERT_GL_NO_ERROR(); | |
| for (int faceIndex = 0; faceIndex < 6; ++faceIndex) | |
| { | |
| int index = faceIndex * 4; | |
| Vector2 center = (positions[index] + positions[index + 1] + positions[index + 2] + | |
| positions[index + 3]) / | |
| 4.0f; | |
| center *= 0.5f; | |
| center += Vector2(0.5f); | |
| center *= Vector2(getWindowWidth(), getWindowHeight()); | |
| EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(center.x()), static_cast<GLint>(center.y()), | |
| colors[faceIndex][0]); | |
| } | |
| } | |
| // Tests rendering to a user framebuffer. | |
| TEST_P(SimpleOperationTest, RenderToTexture) | |
| { | |
| constexpr int kSize = 16; | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| ASSERT_GL_NO_ERROR(); | |
| GLFramebuffer framebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| ASSERT_GL_NO_ERROR(); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| glViewport(0, 0, kSize, kSize); | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| drawQuad(program, "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Create a simple basic Renderbuffer. | |
| TEST_P(SimpleOperationTest, CreateRenderbuffer) | |
| { | |
| GLRenderbuffer renderbuffer; | |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Render to a simple color Renderbuffer. | |
| TEST_P(SimpleOperationTest, RenderbufferAttachment) | |
| { | |
| constexpr int kSize = 16; | |
| GLRenderbuffer renderbuffer; | |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); | |
| GLFramebuffer framebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); | |
| ASSERT_GL_NO_ERROR(); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| glViewport(0, 0, kSize, kSize); | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| drawQuad(program, "position", 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Tests that using desktop GL_QUADS/GL_POLYGONS enums generate the correct error. | |
| TEST_P(SimpleOperationTest, PrimitiveModeNegativeTest) | |
| { | |
| // Draw a correct quad. | |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); | |
| glUseProgram(program); | |
| GLint positionLocation = glGetAttribLocation(program, "position"); | |
| ASSERT_NE(-1, positionLocation); | |
| setupQuadVertexBuffer(0.5f, 1.0f); | |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); | |
| glEnableVertexAttribArray(positionLocation); | |
| // Tests that TRIANGLES works. | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| // Tests that specific invalid enums don't work. | |
| glDrawArrays(static_cast<GLenum>(7), 0, 6); | |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); | |
| glDrawArrays(static_cast<GLenum>(8), 0, 6); | |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); | |
| glDrawArrays(static_cast<GLenum>(9), 0, 6); | |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); | |
| } | |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these | |
| // tests should be run against. | |
| ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(SimpleOperationTest); | |
| } // namespace |