| // |
| // 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 "random_utils.h" |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| namespace |
| { |
| |
| 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); |
| }; |
| |
| void SimpleOperationTest::verifyBuffer(const std::vector<uint8_t> &data, GLenum binding) |
| { |
| if (!extensionEnabled("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); |
| } |
| |
| TEST_P(SimpleOperationTest, CompileVertexShader) |
| { |
| const std::string source = SHADER_SOURCE |
| ( |
| attribute vec4 a_input; |
| void main() |
| { |
| gl_Position = a_input; |
| } |
| ); |
| |
| GLuint shader = CompileShader(GL_VERTEX_SHADER, source); |
| EXPECT_NE(shader, 0u); |
| glDeleteShader(shader); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_P(SimpleOperationTest, CompileFragmentShader) |
| { |
| const std::string source = SHADER_SOURCE |
| ( |
| precision mediump float; |
| varying vec4 v_input; |
| void main() |
| { |
| gl_FragColor = v_input; |
| } |
| ); |
| |
| GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source); |
| EXPECT_NE(shader, 0u); |
| glDeleteShader(shader); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_P(SimpleOperationTest, LinkProgram) |
| { |
| const std::string vsSource = SHADER_SOURCE |
| ( |
| void main() |
| { |
| gl_Position = vec4(1.0, 1.0, 1.0, 1.0); |
| } |
| ); |
| |
| const std::string fsSource = SHADER_SOURCE |
| ( |
| void main() |
| { |
| gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); |
| } |
| ); |
| |
| GLuint program = CompileProgram(vsSource, fsSource); |
| EXPECT_NE(program, 0u); |
| glDeleteProgram(program); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_P(SimpleOperationTest, LinkProgramWithUniforms) |
| { |
| if (IsVulkan()) |
| { |
| // TODO(jmadill): Complete Vulkan implementation. |
| std::cout << "Test skipped on Vulkan." << std::endl; |
| return; |
| } |
| |
| const std::string vsSource = SHADER_SOURCE |
| ( |
| void main() |
| { |
| gl_Position = vec4(1.0, 1.0, 1.0, 1.0); |
| } |
| ); |
| |
| const std::string fsSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| uniform vec4 u_input; |
| void main() |
| { |
| gl_FragColor = u_input; |
| } |
| ); |
| |
| GLuint program = CompileProgram(vsSource, fsSource); |
| EXPECT_NE(program, 0u); |
| |
| GLint uniformLoc = glGetUniformLocation(program, "u_input"); |
| EXPECT_NE(-1, uniformLoc); |
| |
| glDeleteProgram(program); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_P(SimpleOperationTest, LinkProgramWithAttributes) |
| { |
| if (IsVulkan()) |
| { |
| // TODO(jmadill): Complete Vulkan implementation. |
| std::cout << "Test skipped on Vulkan." << std::endl; |
| return; |
| } |
| |
| const std::string vsSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_input; |
| void main() |
| { |
| gl_Position = a_input; |
| } |
| ); |
| |
| const std::string fsSource = SHADER_SOURCE |
| ( |
| void main() |
| { |
| gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); |
| } |
| ); |
| |
| GLuint program = CompileProgram(vsSource, fsSource); |
| EXPECT_NE(program, 0u); |
| |
| GLint attribLoc = glGetAttribLocation(program, "a_input"); |
| EXPECT_NE(-1, attribLoc); |
| |
| glDeleteProgram(program); |
| |
| EXPECT_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); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_P(SimpleOperationTest, BufferDataWithNoData) |
| { |
| GLBuffer buffer; |
| glBindBuffer(GL_ARRAY_BUFFER, buffer.get()); |
| glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW); |
| |
| EXPECT_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); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Simple quad test. |
| TEST_P(SimpleOperationTest, DrawQuad) |
| { |
| const std::string &vertexShader = |
| "attribute vec3 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position, 1);\n" |
| "}"; |
| const std::string &fragmentShader = |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| "}"; |
| ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader); |
| |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Simple repeatd draw and swap test. |
| TEST_P(SimpleOperationTest, DrawQuadAndSwap) |
| { |
| const std::string &vertexShader = |
| "attribute vec3 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position, 1);\n" |
| "}"; |
| const std::string &fragmentShader = |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| "}"; |
| ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader); |
| |
| for (int i = 0; i < 8; ++i) |
| { |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| swapBuffers(); |
| } |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
| ANGLE_INSTANTIATE_TEST(SimpleOperationTest, |
| ES2_D3D9(), |
| ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE), |
| ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE), |
| ES3_D3D11(), |
| ES2_OPENGL(), |
| ES3_OPENGL(), |
| ES2_OPENGLES(), |
| ES3_OPENGLES(), |
| ES2_VULKAN()); |
| |
| } // namespace |