| // |
| // 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 |