blob: e7139ceba0340a09a77cfd978d989c9c72d0fa9b [file] [log] [blame]
//
// 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"
using namespace angle;
class LineLoopTest : public ANGLETest
{
protected:
LineLoopTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mPositionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
mColorLocation = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override { glDeleteProgram(mProgram); }
void checkPixels()
{
std::vector<GLubyte> pixels(getWindowWidth() * getWindowHeight() * 4);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
&pixels[0]);
ASSERT_GL_NO_ERROR();
for (int y = 0; y < getWindowHeight(); y++)
{
for (int x = 0; x < getWindowWidth(); x++)
{
const GLubyte *pixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);
EXPECT_EQ(pixel[0], 0);
EXPECT_EQ(pixel[1], pixel[2]);
ASSERT_EQ(pixel[3], 255);
}
}
}
void runTest(GLenum indexType, GLuint indexBuffer, const void *indexPtr)
{
glClear(GL_COLOR_BUFFER_BIT);
static const GLfloat loopPositions[] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f,
-0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f};
static const GLfloat stripPositions[] = {-0.5f, -0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f, -0.5f};
static const GLubyte stripIndices[] = {1, 0, 3, 2, 1};
glUseProgram(mProgram);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, loopPositions);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawElements(GL_LINE_LOOP, 4, indexType, indexPtr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, stripPositions);
glUniform4f(mColorLocation, 0, 1, 0, 1);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, stripIndices);
checkPixels();
}
GLuint mProgram;
GLint mPositionLocation;
GLint mColorLocation;
};
TEST_P(LineLoopTest, LineLoopUByteIndices)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
// On Win7, the D3D SDK Layers emits a false warning for these tests.
// This doesn't occur on Windows 10 (Version 1511) though.
ignoreD3D11SDKLayersWarnings();
static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_BYTE, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUShortIndices)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_SHORT, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUIntIndices)
{
if (!IsGLExtensionEnabled("GL_OES_element_index_uint"))
{
return;
}
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_INT, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUByteIndexBuffer)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
GLuint buf;
glGenBuffers(1, &buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_BYTE, buf, reinterpret_cast<const void *>(sizeof(GLubyte)));
glDeleteBuffers(1, &buf);
}
TEST_P(LineLoopTest, LineLoopUShortIndexBuffer)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
GLuint buf;
glGenBuffers(1, &buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_SHORT, buf, reinterpret_cast<const void *>(sizeof(GLushort)));
glDeleteBuffers(1, &buf);
}
TEST_P(LineLoopTest, LineLoopUIntIndexBuffer)
{
if (!IsGLExtensionEnabled("GL_OES_element_index_uint"))
{
return;
}
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
GLuint buf;
glGenBuffers(1, &buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_INT, buf, reinterpret_cast<const void *>(sizeof(GLuint)));
glDeleteBuffers(1, &buf);
}
// Tests an edge case with a very large line loop element count.
// Disabled because it is slow and triggers an internal error.
TEST_P(LineLoopTest, DISABLED_DrawArraysWithLargeCount)
{
constexpr char kVS[] = "void main() { gl_Position = vec4(0); }";
constexpr char kFS[] = "void main() { gl_FragColor = vec4(0, 1, 0, 1); }";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glDrawArrays(GL_LINE_LOOP, 0, 0x3FFFFFFE);
EXPECT_GL_ERROR(GL_OUT_OF_MEMORY);
glDrawArrays(GL_LINE_LOOP, 0, 0x1FFFFFFE);
EXPECT_GL_NO_ERROR();
}
class LineLoopIndirectTest : public LineLoopTest
{
protected:
void runTest(GLenum indexType, const void *indices, GLuint indicesSize, GLuint firstIndex)
{
struct DrawCommand
{
GLuint count;
GLuint primCount;
GLuint firstIndex;
GLint baseVertex;
GLuint reservedMustBeZero;
};
glClear(GL_COLOR_BUFFER_BIT);
static const GLfloat loopPositions[] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f,
-0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f};
static const GLfloat stripPositions[] = {-0.5f, -0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f, -0.5f};
static const GLubyte stripIndices[] = {1, 0, 3, 2, 1};
glUseProgram(mProgram);
GLuint vertexArray = 0;
glGenVertexArrays(1, &vertexArray);
glBindVertexArray(vertexArray);
ASSERT_GL_NO_ERROR();
GLuint vertBuffer = 0;
glGenBuffers(1, &vertBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(loopPositions), loopPositions, GL_STATIC_DRAW);
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
ASSERT_GL_NO_ERROR();
GLuint buf;
glGenBuffers(1, &buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesSize, indices, GL_STATIC_DRAW);
DrawCommand cmdBuffer = {};
cmdBuffer.count = 4;
cmdBuffer.firstIndex = firstIndex;
cmdBuffer.primCount = 1;
GLuint indirectBuf = 0;
glGenBuffers(1, &indirectBuf);
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, indirectBuf);
glBufferData(GL_DRAW_INDIRECT_BUFFER, sizeof(DrawCommand), &cmdBuffer, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
glDrawElementsIndirect(GL_LINE_LOOP, indexType, nullptr);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
glDeleteBuffers(1, &indirectBuf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &buf);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &vertBuffer);
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, stripPositions);
glUniform4f(mColorLocation, 0, 1, 0, 1);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, stripIndices);
checkPixels();
}
};
TEST_P(LineLoopIndirectTest, UByteIndexIndirectBuffer)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
// Start at index 1.
runTest(GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(indices), sizeof(indices), 1);
}
TEST_P(LineLoopIndirectTest, UShortIndexIndirectBuffer)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
// Start at index 1.
runTest(GL_UNSIGNED_SHORT, reinterpret_cast<const void *>(indices), sizeof(indices), 1);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST_ES2(LineLoopTest);
ANGLE_INSTANTIATE_TEST_ES31(LineLoopIndirectTest);