| // |
| // 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. |
| // |
| |
| #include "test_utils/ANGLETest.h" |
| #include "test_utils/gl_raii.h" |
| |
| #include <array> |
| #include <cmath> |
| |
| using namespace angle; |
| |
| namespace |
| { |
| |
| class UniformTest : public ANGLETest |
| { |
| protected: |
| UniformTest() : mProgram(0), mUniformFLocation(-1), mUniformILocation(-1), mUniformBLocation(-1) |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| void SetUp() override |
| { |
| ANGLETest::SetUp(); |
| |
| const std::string &vertexShader = "void main() { gl_Position = vec4(1); }"; |
| const std::string &fragShader = |
| "precision mediump float;\n" |
| "uniform float uniF;\n" |
| "uniform int uniI;\n" |
| "uniform bool uniB;\n" |
| "uniform bool uniBArr[4];\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(uniF + float(uniI));\n" |
| " gl_FragColor += vec4(uniB ? 1.0 : 0.0);\n" |
| " gl_FragColor += vec4(uniBArr[0] ? 1.0 : 0.0);\n" |
| "}"; |
| |
| mProgram = CompileProgram(vertexShader, fragShader); |
| ASSERT_NE(mProgram, 0u); |
| |
| mUniformFLocation = glGetUniformLocation(mProgram, "uniF"); |
| ASSERT_NE(mUniformFLocation, -1); |
| |
| mUniformILocation = glGetUniformLocation(mProgram, "uniI"); |
| ASSERT_NE(mUniformILocation, -1); |
| |
| mUniformBLocation = glGetUniformLocation(mProgram, "uniB"); |
| ASSERT_NE(mUniformBLocation, -1); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteProgram(mProgram); |
| ANGLETest::TearDown(); |
| } |
| |
| GLuint mProgram; |
| GLint mUniformFLocation; |
| GLint mUniformILocation; |
| GLint mUniformBLocation; |
| }; |
| |
| TEST_P(UniformTest, GetUniformNoCurrentProgram) |
| { |
| glUseProgram(mProgram); |
| glUniform1f(mUniformFLocation, 1.0f); |
| glUniform1i(mUniformILocation, 1); |
| glUseProgram(0); |
| |
| GLfloat f; |
| glGetnUniformfvEXT(mProgram, mUniformFLocation, 4, &f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1.0f, f); |
| |
| glGetUniformfv(mProgram, mUniformFLocation, &f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1.0f, f); |
| |
| GLint i; |
| glGetnUniformivEXT(mProgram, mUniformILocation, 4, &i); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, i); |
| |
| glGetUniformiv(mProgram, mUniformILocation, &i); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, i); |
| } |
| |
| TEST_P(UniformTest, UniformArrayLocations) |
| { |
| // TODO(geofflang): Figure out why this is broken on Intel OpenGL |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| std::cout << "Test skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| const std::string vertexShader = SHADER_SOURCE |
| ( |
| precision mediump float; |
| uniform float uPosition[4]; |
| void main(void) |
| { |
| gl_Position = vec4(uPosition[0], uPosition[1], uPosition[2], uPosition[3]); |
| } |
| ); |
| |
| const std::string fragShader = SHADER_SOURCE |
| ( |
| precision mediump float; |
| uniform float uColor[4]; |
| void main(void) |
| { |
| gl_FragColor = vec4(uColor[0], uColor[1], uColor[2], uColor[3]); |
| } |
| ); |
| |
| GLuint program = CompileProgram(vertexShader, fragShader); |
| ASSERT_NE(program, 0u); |
| |
| // Array index zero should be equivalent to the un-indexed uniform |
| EXPECT_NE(-1, glGetUniformLocation(program, "uPosition")); |
| EXPECT_EQ(glGetUniformLocation(program, "uPosition"), glGetUniformLocation(program, "uPosition[0]")); |
| |
| EXPECT_NE(-1, glGetUniformLocation(program, "uColor")); |
| EXPECT_EQ(glGetUniformLocation(program, "uColor"), glGetUniformLocation(program, "uColor[0]")); |
| |
| // All array uniform locations should be unique |
| GLint positionLocations[4] = |
| { |
| glGetUniformLocation(program, "uPosition[0]"), |
| glGetUniformLocation(program, "uPosition[1]"), |
| glGetUniformLocation(program, "uPosition[2]"), |
| glGetUniformLocation(program, "uPosition[3]"), |
| }; |
| |
| GLint colorLocations[4] = |
| { |
| glGetUniformLocation(program, "uColor[0]"), |
| glGetUniformLocation(program, "uColor[1]"), |
| glGetUniformLocation(program, "uColor[2]"), |
| glGetUniformLocation(program, "uColor[3]"), |
| }; |
| |
| for (size_t i = 0; i < 4; i++) |
| { |
| EXPECT_NE(-1, positionLocations[i]); |
| EXPECT_NE(-1, colorLocations[i]); |
| |
| for (size_t j = i + 1; j < 4; j++) |
| { |
| EXPECT_NE(positionLocations[i], positionLocations[j]); |
| EXPECT_NE(colorLocations[i], colorLocations[j]); |
| } |
| } |
| |
| glDeleteProgram(program); |
| } |
| |
| // Test that float to integer GetUniform rounds values correctly. |
| TEST_P(UniformTest, FloatUniformStateQuery) |
| { |
| std::vector<double> inValues; |
| std::vector<GLfloat> expectedFValues; |
| std::vector<GLint> expectedIValues; |
| |
| double intMaxD = static_cast<double>(std::numeric_limits<GLint>::max()); |
| double intMinD = static_cast<double>(std::numeric_limits<GLint>::min()); |
| |
| // TODO(jmadill): Investigate rounding of .5 |
| inValues.push_back(-1.0); |
| inValues.push_back(-0.6); |
| // inValues.push_back(-0.5); // undefined behaviour? |
| inValues.push_back(-0.4); |
| inValues.push_back(0.0); |
| inValues.push_back(0.4); |
| // inValues.push_back(0.5); // undefined behaviour? |
| inValues.push_back(0.6); |
| inValues.push_back(1.0); |
| inValues.push_back(999999.2); |
| inValues.push_back(intMaxD * 2.0); |
| inValues.push_back(intMaxD + 1.0); |
| inValues.push_back(intMinD * 2.0); |
| inValues.push_back(intMinD - 1.0); |
| |
| for (double value : inValues) |
| { |
| expectedFValues.push_back(static_cast<GLfloat>(value)); |
| |
| double clampedValue = std::max(intMinD, std::min(intMaxD, value)); |
| double rounded = round(clampedValue); |
| expectedIValues.push_back(static_cast<GLint>(rounded)); |
| } |
| |
| glUseProgram(mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| for (size_t index = 0; index < inValues.size(); ++index) |
| { |
| GLfloat inValue = static_cast<GLfloat>(inValues[index]); |
| GLfloat expectedValue = expectedFValues[index]; |
| |
| glUniform1f(mUniformFLocation, inValue); |
| GLfloat testValue; |
| glGetUniformfv(mProgram, mUniformFLocation, &testValue); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(expectedValue, testValue); |
| } |
| |
| for (size_t index = 0; index < inValues.size(); ++index) |
| { |
| GLfloat inValue = static_cast<GLfloat>(inValues[index]); |
| GLint expectedValue = expectedIValues[index]; |
| |
| glUniform1f(mUniformFLocation, inValue); |
| GLint testValue; |
| glGetUniformiv(mProgram, mUniformFLocation, &testValue); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(expectedValue, testValue); |
| } |
| } |
| |
| // Test that integer to float GetUniform rounds values correctly. |
| TEST_P(UniformTest, IntUniformStateQuery) |
| { |
| std::vector<GLint> inValues; |
| std::vector<GLint> expectedIValues; |
| std::vector<GLfloat> expectedFValues; |
| |
| GLint intMax = std::numeric_limits<GLint>::max(); |
| GLint intMin = std::numeric_limits<GLint>::min(); |
| |
| inValues.push_back(-1); |
| inValues.push_back(0); |
| inValues.push_back(1); |
| inValues.push_back(999999); |
| inValues.push_back(intMax); |
| inValues.push_back(intMax - 1); |
| inValues.push_back(intMin); |
| inValues.push_back(intMin + 1); |
| |
| for (GLint value : inValues) |
| { |
| expectedIValues.push_back(value); |
| expectedFValues.push_back(static_cast<GLfloat>(value)); |
| } |
| |
| glUseProgram(mProgram); |
| ASSERT_GL_NO_ERROR(); |
| |
| for (size_t index = 0; index < inValues.size(); ++index) |
| { |
| GLint inValue = inValues[index]; |
| GLint expectedValue = expectedIValues[index]; |
| |
| glUniform1i(mUniformILocation, inValue); |
| GLint testValue; |
| glGetUniformiv(mProgram, mUniformILocation, &testValue); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(expectedValue, testValue); |
| } |
| |
| for (size_t index = 0; index < inValues.size(); ++index) |
| { |
| GLint inValue = inValues[index]; |
| GLfloat expectedValue = expectedFValues[index]; |
| |
| glUniform1i(mUniformILocation, inValue); |
| GLfloat testValue; |
| glGetUniformfv(mProgram, mUniformILocation, &testValue); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(expectedValue, testValue); |
| } |
| } |
| |
| // Test that queries of boolean uniforms round correctly. |
| TEST_P(UniformTest, BooleanUniformStateQuery) |
| { |
| glUseProgram(mProgram); |
| GLint intValue = 0; |
| GLfloat floatValue = 0.0f; |
| |
| // Calling Uniform1i |
| glUniform1i(mUniformBLocation, GL_FALSE); |
| |
| glGetUniformiv(mProgram, mUniformBLocation, &intValue); |
| EXPECT_EQ(0, intValue); |
| |
| glGetUniformfv(mProgram, mUniformBLocation, &floatValue); |
| EXPECT_EQ(0.0f, floatValue); |
| |
| glUniform1i(mUniformBLocation, GL_TRUE); |
| |
| glGetUniformiv(mProgram, mUniformBLocation, &intValue); |
| EXPECT_EQ(1, intValue); |
| |
| glGetUniformfv(mProgram, mUniformBLocation, &floatValue); |
| EXPECT_EQ(1.0f, floatValue); |
| |
| // Calling Uniform1f |
| glUniform1f(mUniformBLocation, 0.0f); |
| |
| glGetUniformiv(mProgram, mUniformBLocation, &intValue); |
| EXPECT_EQ(0, intValue); |
| |
| glGetUniformfv(mProgram, mUniformBLocation, &floatValue); |
| EXPECT_EQ(0.0f, floatValue); |
| |
| glUniform1f(mUniformBLocation, 1.0f); |
| |
| glGetUniformiv(mProgram, mUniformBLocation, &intValue); |
| EXPECT_EQ(1, intValue); |
| |
| glGetUniformfv(mProgram, mUniformBLocation, &floatValue); |
| EXPECT_EQ(1.0f, floatValue); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Test queries for arrays of boolean uniforms. |
| TEST_P(UniformTest, BooleanArrayUniformStateQuery) |
| { |
| glUseProgram(mProgram); |
| GLint boolValuesi[4] = {0, 1, 0, 1}; |
| GLfloat boolValuesf[4] = {0, 1, 0, 1}; |
| |
| GLint locations[4] = { |
| glGetUniformLocation(mProgram, "uniBArr"), |
| glGetUniformLocation(mProgram, "uniBArr[1]"), |
| glGetUniformLocation(mProgram, "uniBArr[2]"), |
| glGetUniformLocation(mProgram, "uniBArr[3]"), |
| }; |
| |
| // Calling Uniform1iv |
| glUniform1iv(locations[0], 4, boolValuesi); |
| |
| for (unsigned int idx = 0; idx < 4; ++idx) |
| { |
| int value = -1; |
| glGetUniformiv(mProgram, locations[idx], &value); |
| EXPECT_EQ(boolValuesi[idx], value); |
| } |
| |
| for (unsigned int idx = 0; idx < 4; ++idx) |
| { |
| float value = -1.0f; |
| glGetUniformfv(mProgram, locations[idx], &value); |
| EXPECT_EQ(boolValuesf[idx], value); |
| } |
| |
| // Calling Uniform1fv |
| glUniform1fv(locations[0], 4, boolValuesf); |
| |
| for (unsigned int idx = 0; idx < 4; ++idx) |
| { |
| int value = -1; |
| glGetUniformiv(mProgram, locations[idx], &value); |
| EXPECT_EQ(boolValuesi[idx], value); |
| } |
| |
| for (unsigned int idx = 0; idx < 4; ++idx) |
| { |
| float value = -1.0f; |
| glGetUniformfv(mProgram, locations[idx], &value); |
| EXPECT_EQ(boolValuesf[idx], value); |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| class UniformTestES3 : public ANGLETest |
| { |
| protected: |
| UniformTestES3() : mProgram(0) {} |
| |
| void SetUp() override |
| { |
| ANGLETest::SetUp(); |
| } |
| |
| void TearDown() override |
| { |
| if (mProgram != 0) |
| { |
| glDeleteProgram(mProgram); |
| mProgram = 0; |
| } |
| } |
| |
| GLuint mProgram; |
| }; |
| |
| // Test queries for transposed arrays of non-square matrix uniforms. |
| TEST_P(UniformTestES3, TranposedMatrixArrayUniformStateQuery) |
| { |
| const std::string &vertexShader = |
| "#version 300 es\n" |
| "void main() { gl_Position = vec4(1); }"; |
| const std::string &fragShader = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "uniform mat3x2 uniMat3x2[5];\n" |
| "out vec4 color;\n" |
| "void main() {\n" |
| " color = vec4(uniMat3x2[0][0][0]);\n" |
| "}"; |
| |
| mProgram = CompileProgram(vertexShader, fragShader); |
| ASSERT_NE(mProgram, 0u); |
| |
| glUseProgram(mProgram); |
| |
| std::vector<GLfloat> transposedValues; |
| |
| for (size_t arrayElement = 0; arrayElement < 5; ++arrayElement) |
| { |
| transposedValues.push_back(1.0f + arrayElement); |
| transposedValues.push_back(3.0f + arrayElement); |
| transposedValues.push_back(5.0f + arrayElement); |
| transposedValues.push_back(2.0f + arrayElement); |
| transposedValues.push_back(4.0f + arrayElement); |
| transposedValues.push_back(6.0f + arrayElement); |
| } |
| |
| // Setting as a clump |
| GLint baseLocation = glGetUniformLocation(mProgram, "uniMat3x2"); |
| ASSERT_NE(-1, baseLocation); |
| |
| glUniformMatrix3x2fv(baseLocation, 5, GL_TRUE, &transposedValues[0]); |
| |
| for (size_t arrayElement = 0; arrayElement < 5; ++arrayElement) |
| { |
| std::stringstream nameStr; |
| nameStr << "uniMat3x2[" << arrayElement << "]"; |
| std::string name = nameStr.str(); |
| GLint location = glGetUniformLocation(mProgram, name.c_str()); |
| ASSERT_NE(-1, location); |
| |
| std::vector<GLfloat> sequentialValues(6, 0); |
| glGetUniformfv(mProgram, location, &sequentialValues[0]); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| for (size_t comp = 0; comp < 6; ++comp) |
| { |
| EXPECT_EQ(static_cast<GLfloat>(comp + 1 + arrayElement), sequentialValues[comp]); |
| } |
| } |
| } |
| |
| // Check that trying setting too many elements of an array doesn't overflow |
| TEST_P(UniformTestES3, OverflowArray) |
| { |
| const std::string &vertexShader = |
| "#version 300 es\n" |
| "void main() { gl_Position = vec4(1); }"; |
| const std::string &fragShader = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "uniform float uniF[5];\n" |
| "uniform mat3x2 uniMat3x2[5];\n" |
| "out vec4 color;\n" |
| "void main() {\n" |
| " color = vec4(uniMat3x2[0][0][0] + uniF[0]);\n" |
| "}"; |
| |
| mProgram = CompileProgram(vertexShader, fragShader); |
| ASSERT_NE(mProgram, 0u); |
| |
| glUseProgram(mProgram); |
| |
| const size_t kOverflowSize = 10000; |
| std::vector<GLfloat> values(10000 * 6); |
| |
| // Setting as a clump |
| GLint floatLocation = glGetUniformLocation(mProgram, "uniF"); |
| ASSERT_NE(-1, floatLocation); |
| GLint matLocation = glGetUniformLocation(mProgram, "uniMat3x2"); |
| ASSERT_NE(-1, matLocation); |
| |
| // Set too many float uniforms |
| glUniform1fv(floatLocation, kOverflowSize, &values[0]); |
| |
| // Set too many matrix uniforms, transposed or not |
| glUniformMatrix3x2fv(matLocation, kOverflowSize, GL_FALSE, &values[0]); |
| glUniformMatrix3x2fv(matLocation, kOverflowSize, GL_TRUE, &values[0]); |
| |
| // Same checks but with offsets |
| GLint floatLocationOffset = glGetUniformLocation(mProgram, "uniF[3]"); |
| ASSERT_NE(-1, floatLocationOffset); |
| GLint matLocationOffset = glGetUniformLocation(mProgram, "uniMat3x2[3]"); |
| ASSERT_NE(-1, matLocationOffset); |
| |
| glUniform1fv(floatLocationOffset, kOverflowSize, &values[0]); |
| glUniformMatrix3x2fv(matLocationOffset, kOverflowSize, GL_FALSE, &values[0]); |
| glUniformMatrix3x2fv(matLocationOffset, kOverflowSize, GL_TRUE, &values[0]); |
| } |
| |
| // Check setting a sampler uniform |
| TEST_P(UniformTest, Sampler) |
| { |
| const std::string &vertShader = |
| "uniform sampler2D tex2D;\n" |
| "void main() {\n" |
| " gl_Position = vec4(0, 0, 0, 1);\n" |
| "}"; |
| |
| const std::string &fragShader = |
| "precision mediump float;\n" |
| "uniform sampler2D tex2D;\n" |
| "void main() {\n" |
| " gl_FragColor = texture2D(tex2D, vec2(0, 0));\n" |
| "}"; |
| |
| ANGLE_GL_PROGRAM(program, vertShader, fragShader); |
| |
| GLint location = glGetUniformLocation(program.get(), "tex2D"); |
| ASSERT_NE(-1, location); |
| |
| const GLint sampler[] = {0, 0, 0, 0}; |
| |
| // before UseProgram |
| glUniform1i(location, sampler[0]); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| glUseProgram(program.get()); |
| |
| // Uniform1i |
| glUniform1i(location, sampler[0]); |
| glUniform1iv(location, 1, sampler); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Uniform{234}i |
| glUniform2i(location, sampler[0], sampler[0]); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform3i(location, sampler[0], sampler[0], sampler[0]); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform4i(location, sampler[0], sampler[0], sampler[0], sampler[0]); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform2iv(location, 1, sampler); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform3iv(location, 1, sampler); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform4iv(location, 1, sampler); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // Uniform{1234}f |
| const GLfloat f[] = {0, 0, 0, 0}; |
| glUniform1f(location, f[0]); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform2f(location, f[0], f[0]); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform3f(location, f[0], f[0], f[0]); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform4f(location, f[0], f[0], f[0], f[0]); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform1fv(location, 1, f); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform2fv(location, 1, f); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform3fv(location, 1, f); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| glUniform4fv(location, 1, f); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // < 0 or >= max |
| GLint tooHigh; |
| glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &tooHigh); |
| constexpr GLint tooLow[] = {-1}; |
| glUniform1i(location, tooLow[0]); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| glUniform1iv(location, 1, tooLow); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| glUniform1i(location, tooHigh); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| glUniform1iv(location, 1, &tooHigh); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| } |
| |
| // Check that sampler uniforms only show up one time in the list |
| TEST_P(UniformTest, SamplerUniformsAppearOnce) |
| { |
| int maxVertexTextureImageUnits = 0; |
| glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxVertexTextureImageUnits); |
| |
| if (maxVertexTextureImageUnits == 0) |
| { |
| std::cout << "Renderer doesn't support vertex texture fetch, skipping test" << std::endl; |
| return; |
| } |
| |
| const std::string &vertShader = |
| "attribute vec2 position;\n" |
| "uniform sampler2D tex2D;\n" |
| "varying vec4 color;\n" |
| "void main() {\n" |
| " gl_Position = vec4(position, 0, 1);\n" |
| " color = texture2D(tex2D, vec2(0));\n" |
| "}"; |
| |
| const std::string &fragShader = |
| "precision mediump float;\n" |
| "varying vec4 color;\n" |
| "uniform sampler2D tex2D;\n" |
| "void main() {\n" |
| " gl_FragColor = texture2D(tex2D, vec2(0)) + color;\n" |
| "}"; |
| |
| GLuint program = CompileProgram(vertShader, fragShader); |
| ASSERT_NE(0u, program); |
| |
| GLint activeUniformsCount = 0; |
| glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniformsCount); |
| ASSERT_EQ(1, activeUniformsCount); |
| |
| GLint size = 0; |
| GLenum type = GL_NONE; |
| GLchar name[120] = {0}; |
| glGetActiveUniform(program, 0, 100, nullptr, &size, &type, name); |
| EXPECT_EQ(1, size); |
| EXPECT_GLENUM_EQ(GL_SAMPLER_2D, type); |
| EXPECT_STREQ("tex2D", name); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glDeleteProgram(program); |
| } |
| |
| template <typename T, typename GetUniformV> |
| void CheckOneElement(GetUniformV getUniformv, |
| GLuint program, |
| const std::string &name, |
| int components, |
| T canary) |
| { |
| // The buffer getting the results has three chunks |
| // - A chunk to see underflows |
| // - A chunk that will hold the result |
| // - A chunk to see overflows for when components = kChunkSize |
| static const size_t kChunkSize = 4; |
| std::array<T, 3 * kChunkSize> buffer; |
| buffer.fill(canary); |
| |
| GLint location = glGetUniformLocation(program, name.c_str()); |
| ASSERT_NE(location, -1); |
| |
| getUniformv(program, location, &buffer[kChunkSize]); |
| for (size_t i = 0; i < kChunkSize; i++) |
| { |
| ASSERT_EQ(canary, buffer[i]); |
| } |
| for (size_t i = kChunkSize + components; i < buffer.size(); i++) |
| { |
| ASSERT_EQ(canary, buffer[i]); |
| } |
| } |
| |
| // Check that getting an element array doesn't return the whole array. |
| TEST_P(UniformTestES3, ReturnsOnlyOneArrayElement) |
| { |
| static const size_t kArraySize = 4; |
| struct UniformArrayInfo |
| { |
| UniformArrayInfo(std::string type, std::string name, int components) |
| : type(type), name(name), components(components) |
| { |
| } |
| std::string type; |
| std::string name; |
| int components; |
| }; |
| |
| // Check for various number of components and types |
| std::vector<UniformArrayInfo> uniformArrays; |
| uniformArrays.emplace_back("bool", "uBool", 1); |
| uniformArrays.emplace_back("vec2", "uFloat", 2); |
| uniformArrays.emplace_back("ivec3", "uInt", 3); |
| uniformArrays.emplace_back("uvec4", "uUint", 4); |
| |
| std::ostringstream uniformStream; |
| std::ostringstream additionStream; |
| for (const auto &array : uniformArrays) |
| { |
| uniformStream << "uniform " << array.type << " " << array.name << "[" |
| << ToString(kArraySize) << "];\n"; |
| |
| // We need to make use of the uniforms or they get compiled out. |
| for (int i = 0; i < 4; i++) |
| { |
| if (array.components == 1) |
| { |
| additionStream << " + float(" << array.name << "[" << i << "])"; |
| } |
| else |
| { |
| for (int component = 0; component < array.components; component++) |
| { |
| additionStream << " + float(" << array.name << "[" << i << "][" << component |
| << "])"; |
| } |
| } |
| } |
| } |
| |
| const std::string &vertexShader = |
| "#version 300 es\n" + |
| uniformStream.str() + |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(1.0" + additionStream.str() + ");\n" |
| "}"; |
| |
| const std::string &fragmentShader = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "out vec4 color;\n" |
| "void main ()\n" |
| "{\n" |
| " color = vec4(1, 0, 0, 1);\n" |
| "}"; |
| |
| mProgram = CompileProgram(vertexShader, fragmentShader); |
| ASSERT_NE(0u, mProgram); |
| |
| glUseProgram(mProgram); |
| |
| for (const auto &uniformArray : uniformArrays) |
| { |
| for (size_t index = 0; index < kArraySize; index++) |
| { |
| std::string strIndex = "[" + ToString(index) + "]"; |
| // Check all the different glGetUniformv functions |
| CheckOneElement<float>(glGetUniformfv, mProgram, uniformArray.name + strIndex, |
| uniformArray.components, 42.4242f); |
| CheckOneElement<int>(glGetUniformiv, mProgram, uniformArray.name + strIndex, |
| uniformArray.components, 0x7BADBED5); |
| CheckOneElement<unsigned int>(glGetUniformuiv, mProgram, uniformArray.name + strIndex, |
| uniformArray.components, 0xDEADBEEF); |
| } |
| } |
| } |
| |
| class UniformTestES31 : public ANGLETest |
| { |
| protected: |
| UniformTestES31() : mProgram(0) {} |
| |
| void SetUp() override { ANGLETest::SetUp(); } |
| |
| void TearDown() override |
| { |
| if (mProgram != 0) |
| { |
| glDeleteProgram(mProgram); |
| mProgram = 0; |
| } |
| } |
| |
| GLuint mProgram; |
| }; |
| |
| // Test that uniform locations get set correctly for structure members. |
| // ESSL 3.10.4 section 4.4.3. |
| TEST_P(UniformTestES31, StructLocationLayoutQualifier) |
| { |
| const std::string &vertShader = |
| "#version 310 es\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(0);\n" |
| "}"; |
| |
| const std::string &fragShader = |
| "#version 310 es\n" |
| "out highp vec4 my_FragColor;\n" |
| "struct S\n" |
| "{\n" |
| " highp float f;\n" |
| " highp float f2;\n" |
| "};\n" |
| "uniform layout(location=12) S uS;\n" |
| "void main()\n" |
| "{\n" |
| " my_FragColor = vec4(uS.f, uS.f2, 0, 1);\n" |
| "}"; |
| |
| ANGLE_GL_PROGRAM(program, vertShader, fragShader); |
| |
| EXPECT_EQ(12, glGetUniformLocation(program.get(), "uS.f")); |
| EXPECT_EQ(13, glGetUniformLocation(program.get(), "uS.f2")); |
| } |
| |
| // Set uniform location with a layout qualifier in the fragment shader. The same uniform exists in |
| // the vertex shader, but doesn't have a location specified there. |
| TEST_P(UniformTestES31, UniformLocationInFragmentShader) |
| { |
| const std::string &vertShader = |
| "#version 310 es\n" |
| "uniform highp sampler2D tex2D;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = texture(tex2D, vec2(0));\n" |
| "}"; |
| |
| const std::string &fragShader = |
| "#version 310 es\n" |
| "precision mediump float;\n" |
| "out vec4 my_FragColor;\n" |
| "uniform layout(location=12) highp sampler2D tex2D;\n" |
| "void main()\n" |
| "{\n" |
| " my_FragColor = texture(tex2D, vec2(0));\n" |
| "}"; |
| |
| ANGLE_GL_PROGRAM(program, vertShader, fragShader); |
| |
| EXPECT_EQ(12, glGetUniformLocation(program.get(), "tex2D")); |
| } |
| |
| // Test two unused uniforms that have the same location. |
| // ESSL 3.10.4 section 4.4.3: "No two default-block uniform variables in the program can have the |
| // same location, even if they are unused, otherwise a compiler or linker error will be generated." |
| TEST_P(UniformTestES31, UnusedUniformsConflictingLocation) |
| { |
| const std::string &vertShader = |
| "#version 310 es\n" |
| "uniform layout(location=12) highp sampler2D texA;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(0);\n" |
| "}"; |
| |
| const std::string &fragShader = |
| "#version 310 es\n" |
| "out highp vec4 my_FragColor;\n" |
| "uniform layout(location=12) highp sampler2D texB;\n" |
| "void main()\n" |
| "{\n" |
| " my_FragColor = vec4(0);\n" |
| "}"; |
| |
| mProgram = CompileProgram(vertShader, fragShader); |
| EXPECT_EQ(0u, mProgram); |
| } |
| |
| // Test two unused uniforms that have overlapping locations once all array elements are taken into |
| // account. |
| // ESSL 3.10.4 section 4.4.3: "No two default-block uniform variables in the program can have the |
| // same location, even if they are unused, otherwise a compiler or linker error will be generated." |
| TEST_P(UniformTestES31, UnusedUniformArraysConflictingLocation) |
| { |
| const std::string &vertShader = |
| "#version 310 es\n" |
| "uniform layout(location=11) highp vec4 uA[2];\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(0);\n" |
| "}"; |
| |
| const std::string &fragShader = |
| "#version 310 es\n" |
| "out highp vec4 my_FragColor;\n" |
| "uniform layout(location=12) highp vec4 uB;\n" |
| "void main()\n" |
| "{\n" |
| " my_FragColor = vec4(0);\n" |
| "}"; |
| |
| mProgram = CompileProgram(vertShader, fragShader); |
| EXPECT_EQ(0u, mProgram); |
| } |
| |
| // Test a uniform struct containing a non-square matrix and a boolean. |
| // Minimal test case for a bug revealed by dEQP tests. |
| TEST_P(UniformTestES3, StructWithNonSquareMatrixAndBool) |
| { |
| const std::string &vertShader = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "in highp vec4 a_position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = a_position;\n" |
| "}\n"; |
| |
| const std::string &fragShader = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "out highp vec4 my_color;\n" |
| "struct S\n" |
| "{\n" |
| " mat2x4 m;\n" |
| " bool b;\n" |
| "};\n" |
| "uniform S uni;\n" |
| "void main()\n" |
| "{\n" |
| " my_color = vec4(1.0);\n" |
| " if (!uni.b) { my_color.g = 0.0; }" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, vertShader, fragShader); |
| |
| glUseProgram(program.get()); |
| |
| GLint location = glGetUniformLocation(program.get(), "uni.b"); |
| ASSERT_NE(-1, location); |
| glUniform1i(location, 1); |
| |
| drawQuad(program.get(), "a_position", 0.0f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
| ANGLE_INSTANTIATE_TEST(UniformTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_D3D11_FL9_3(), |
| ES2_OPENGL(), |
| ES2_OPENGLES()); |
| ANGLE_INSTANTIATE_TEST(UniformTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); |
| ANGLE_INSTANTIATE_TEST(UniformTestES31, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES()); |
| |
| } // namespace |