| // |
| // 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; |
| |
| namespace |
| { |
| |
| class UniformBufferTest : public ANGLETest |
| { |
| protected: |
| UniformBufferTest() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| void testSetUp() override |
| { |
| mkFS = R"(#version 300 es |
| precision highp float; |
| uniform uni { vec4 color; }; |
| out vec4 fragColor; |
| void main() |
| { |
| fragColor = color; |
| })"; |
| |
| mProgram = CompileProgram(essl3_shaders::vs::Simple(), mkFS); |
| ASSERT_NE(mProgram, 0u); |
| |
| mUniformBufferIndex = glGetUniformBlockIndex(mProgram, "uni"); |
| ASSERT_NE(mUniformBufferIndex, -1); |
| |
| glGenBuffers(1, &mUniformBuffer); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| glDeleteBuffers(1, &mUniformBuffer); |
| glDeleteProgram(mProgram); |
| } |
| |
| const char *mkFS; |
| GLuint mProgram; |
| GLint mUniformBufferIndex; |
| GLuint mUniformBuffer; |
| }; |
| |
| // Basic UBO functionality. |
| TEST_P(UniformBufferTest, Simple) |
| { |
| glClear(GL_COLOR_BUFFER_BIT); |
| float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f}; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(float) * 4, floatData, GL_STATIC_DRAW); |
| |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1); |
| } |
| |
| // Test that using a UBO with a non-zero offset and size actually works. |
| // The first step of this test renders a color from a UBO with a zero offset. |
| // The second step renders a color from a UBO with a non-zero offset. |
| TEST_P(UniformBufferTest, UniformBufferRange) |
| { |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| // Query the uniform buffer alignment requirement |
| GLint alignment; |
| glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment); |
| |
| GLint64 maxUniformBlockSize; |
| glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); |
| if (alignment >= maxUniformBlockSize) |
| { |
| // ANGLE doesn't implement UBO offsets for this platform. |
| // Ignore the test case. |
| return; |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Let's create a buffer which contains two vec4. |
| GLuint vec4Size = 4 * sizeof(float); |
| GLuint stride = 0; |
| do |
| { |
| stride += alignment; |
| } while (stride < vec4Size); |
| |
| std::vector<char> v(2 * stride); |
| float *first = reinterpret_cast<float *>(v.data()); |
| float *second = reinterpret_cast<float *>(v.data() + stride); |
| |
| first[0] = 10.f / 255.f; |
| first[1] = 20.f / 255.f; |
| first[2] = 30.f / 255.f; |
| first[3] = 40.f / 255.f; |
| |
| second[0] = 110.f / 255.f; |
| second[1] = 120.f / 255.f; |
| second[2] = 130.f / 255.f; |
| second[3] = 140.f / 255.f; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| // We use on purpose a size which is not a multiple of the alignment. |
| glBufferData(GL_UNIFORM_BUFFER, stride + vec4Size, v.data(), GL_STATIC_DRAW); |
| |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| // Bind the first part of the uniform buffer and draw |
| // Use a size which is smaller than the alignment to check |
| // to check that this case is handle correctly in the conversion to 11.1. |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, 0, vec4Size); |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); |
| |
| // Bind the second part of the uniform buffer and draw |
| // Furthermore the D3D11.1 backend will internally round the vec4Size (16 bytes) to a stride |
| // (256 bytes) hence it will try to map the range [stride, 2 * stride] which is out-of-bound of |
| // the buffer bufferSize = stride + vec4Size < 2 * stride. Ensure that this behaviour works. |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, stride, vec4Size); |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 110, 120, 130, 140); |
| } |
| |
| // Test uniform block bindings. |
| TEST_P(UniformBufferTest, UniformBufferBindings) |
| { |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Let's create a buffer which contains one vec4. |
| GLuint vec4Size = 4 * sizeof(float); |
| std::vector<char> v(vec4Size); |
| float *first = reinterpret_cast<float *>(v.data()); |
| |
| first[0] = 10.f / 255.f; |
| first[1] = 20.f / 255.f; |
| first[2] = 30.f / 255.f; |
| first[3] = 40.f / 255.f; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| // Try to bind the buffer to binding point 2 |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 2); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 2, mUniformBuffer); |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); |
| |
| // Clear the framebuffer |
| glClearColor(0.0, 0.0, 0.0, 0.0); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_EQ(px, py, 0, 0, 0, 0); |
| |
| // Try to bind the buffer to another binding point |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 5); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 5, mUniformBuffer); |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); |
| } |
| |
| // Test that ANGLE handles used but unbound UBO. Assumes we are running on ANGLE and produce |
| // optional but not mandatory errors. |
| TEST_P(UniformBufferTest, ANGLEUnboundUniformBuffer) |
| { |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| // Update a UBO many time and verify that ANGLE uses the latest version of the data. |
| // https://code.google.com/p/angleproject/issues/detail?id=965 |
| TEST_P(UniformBufferTest, UniformBufferManyUpdates) |
| { |
| // TODO(jmadill): Figure out why this fails on OSX Intel OpenGL. |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX() && IsOpenGL()); |
| |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| float data[4]; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(data), nullptr, GL_DYNAMIC_DRAW); |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| // Repeteadly update the data and draw |
| for (size_t i = 0; i < 10; ++i) |
| { |
| data[0] = (i + 10.f) / 255.f; |
| data[1] = (i + 20.f) / 255.f; |
| data[2] = (i + 30.f) / 255.f; |
| data[3] = (i + 40.f) / 255.f; |
| |
| glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(data), data); |
| |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, i + 10, i + 20, i + 30, i + 40); |
| } |
| } |
| |
| // Use a large number of buffer ranges (compared to the actual size of the UBO) |
| TEST_P(UniformBufferTest, ManyUniformBufferRange) |
| { |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| // Query the uniform buffer alignment requirement |
| GLint alignment; |
| glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment); |
| |
| GLint64 maxUniformBlockSize; |
| glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); |
| if (alignment >= maxUniformBlockSize) |
| { |
| // ANGLE doesn't implement UBO offsets for this platform. |
| // Ignore the test case. |
| return; |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Let's create a buffer which contains eight vec4. |
| GLuint vec4Size = 4 * sizeof(float); |
| GLuint stride = 0; |
| do |
| { |
| stride += alignment; |
| } while (stride < vec4Size); |
| |
| std::vector<char> v(8 * stride); |
| |
| for (size_t i = 0; i < 8; ++i) |
| { |
| float *data = reinterpret_cast<float *>(v.data() + i * stride); |
| |
| data[0] = (i + 10.f) / 255.f; |
| data[1] = (i + 20.f) / 255.f; |
| data[2] = (i + 30.f) / 255.f; |
| data[3] = (i + 40.f) / 255.f; |
| } |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, v.size(), v.data(), GL_STATIC_DRAW); |
| |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| // Bind each possible offset |
| for (size_t i = 0; i < 8; ++i) |
| { |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, stride); |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i); |
| } |
| |
| // Try to bind larger range |
| for (size_t i = 0; i < 7; ++i) |
| { |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, 2 * stride); |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i); |
| } |
| |
| // Try to bind even larger range |
| for (size_t i = 0; i < 5; ++i) |
| { |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, 4 * stride); |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i); |
| } |
| } |
| |
| // Tests that active uniforms have the right names. |
| TEST_P(UniformBufferTest, ActiveUniformNames) |
| { |
| constexpr char kVS[] = |
| "#version 300 es\n" |
| "in vec2 position;\n" |
| "out vec2 v;\n" |
| "uniform blockName1 {\n" |
| " float f1;\n" |
| "} instanceName1;\n" |
| "uniform blockName2 {\n" |
| " float f2;\n" |
| "} instanceName2[1];\n" |
| "void main() {\n" |
| " v = vec2(instanceName1.f1, instanceName2[0].f2);\n" |
| " gl_Position = vec4(position, 0, 1);\n" |
| "}"; |
| |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "in vec2 v;\n" |
| "out vec4 color;\n" |
| "void main() {\n" |
| " color = vec4(v, 0, 1);\n" |
| "}"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| |
| GLint activeUniformBlocks; |
| glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks); |
| ASSERT_EQ(2, activeUniformBlocks); |
| |
| GLuint index = glGetUniformBlockIndex(program, "blockName1"); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| |
| index = glGetUniformBlockIndex(program, "blockName2[0]"); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLint activeUniforms; |
| glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniforms); |
| |
| ASSERT_EQ(2, activeUniforms); |
| |
| GLint size; |
| GLenum type; |
| GLint maxLength; |
| GLsizei length; |
| |
| glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength); |
| std::vector<GLchar> strUniformNameBuffer(maxLength + 1, 0); |
| const GLchar *uniformNames[1]; |
| uniformNames[0] = "blockName1.f1"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program, index, maxLength, &length, &size, &type, &strUniformNameBuffer[0]); |
| EXPECT_EQ(1, size); |
| EXPECT_GLENUM_EQ(GL_FLOAT, type); |
| EXPECT_EQ("blockName1.f1", std::string(&strUniformNameBuffer[0])); |
| |
| uniformNames[0] = "blockName2.f2"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program, index, maxLength, &length, &size, &type, &strUniformNameBuffer[0]); |
| EXPECT_EQ(1, size); |
| EXPECT_GLENUM_EQ(GL_FLOAT, type); |
| EXPECT_EQ("blockName2.f2", std::string(&strUniformNameBuffer[0])); |
| } |
| |
| // Tests active uniforms and blocks when the layout is std140, shared and packed. |
| TEST_P(UniformBufferTest, ActiveUniformNumberAndName) |
| { |
| constexpr char kVS[] = |
| "#version 300 es\n" |
| "in vec2 position;\n" |
| "out float v;\n" |
| "struct S {\n" |
| " highp ivec3 a;\n" |
| " mediump ivec2 b[4];\n" |
| "};\n" |
| "layout(std140) uniform blockName0 {\n" |
| " S s0;\n" |
| " lowp vec2 v0;\n" |
| " S s1[2];\n" |
| " highp uint u0;\n" |
| "};\n" |
| "layout(std140) uniform blockName1 {\n" |
| " float f1;\n" |
| " bool b1;\n" |
| "} instanceName1;\n" |
| "layout(shared) uniform blockName2 {\n" |
| " float f2;\n" |
| "};\n" |
| "layout(packed) uniform blockName3 {\n" |
| " float f3;\n" |
| "};\n" |
| "void main() {\n" |
| " v = instanceName1.f1;\n" |
| " gl_Position = vec4(position, 0, 1);\n" |
| "}"; |
| |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "in float v;\n" |
| "out vec4 color;\n" |
| "void main() {\n" |
| " color = vec4(v, 0, 0, 1);\n" |
| "}"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| |
| // Note that the packed |blockName3| might (or might not) be optimized out. |
| GLint activeUniforms; |
| glGetProgramiv(program.get(), GL_ACTIVE_UNIFORMS, &activeUniforms); |
| EXPECT_GE(activeUniforms, 11); |
| |
| GLint activeUniformBlocks; |
| glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks); |
| EXPECT_GE(activeUniformBlocks, 3); |
| |
| GLint maxLength, size; |
| GLenum type; |
| GLsizei length; |
| GLuint index; |
| const GLchar *uniformNames[1]; |
| glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength); |
| std::vector<GLchar> strBuffer(maxLength + 1, 0); |
| |
| uniformNames[0] = "s0.a"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| EXPECT_EQ(1, size); |
| EXPECT_EQ("s0.a", std::string(&strBuffer[0])); |
| |
| uniformNames[0] = "s0.b[0]"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(4, size); |
| EXPECT_EQ("s0.b[0]", std::string(&strBuffer[0])); |
| |
| uniformNames[0] = "v0"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, size); |
| EXPECT_EQ("v0", std::string(&strBuffer[0])); |
| |
| uniformNames[0] = "s1[0].a"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, size); |
| EXPECT_EQ("s1[0].a", std::string(&strBuffer[0])); |
| |
| uniformNames[0] = "s1[0].b[0]"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(4, size); |
| EXPECT_EQ("s1[0].b[0]", std::string(&strBuffer[0])); |
| |
| uniformNames[0] = "s1[1].a"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, size); |
| EXPECT_EQ("s1[1].a", std::string(&strBuffer[0])); |
| |
| uniformNames[0] = "s1[1].b[0]"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(4, size); |
| EXPECT_EQ("s1[1].b[0]", std::string(&strBuffer[0])); |
| |
| uniformNames[0] = "u0"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, size); |
| EXPECT_EQ("u0", std::string(&strBuffer[0])); |
| |
| uniformNames[0] = "blockName1.f1"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, size); |
| EXPECT_EQ("blockName1.f1", std::string(&strBuffer[0])); |
| |
| uniformNames[0] = "blockName1.b1"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, size); |
| EXPECT_EQ("blockName1.b1", std::string(&strBuffer[0])); |
| |
| uniformNames[0] = "f2"; |
| glGetUniformIndices(program, 1, uniformNames, &index); |
| EXPECT_NE(GL_INVALID_INDEX, index); |
| ASSERT_GL_NO_ERROR(); |
| glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, size); |
| EXPECT_EQ("f2", std::string(&strBuffer[0])); |
| } |
| |
| // Test that using a very large buffer to back a small uniform block works OK. |
| TEST_P(UniformBufferTest, VeryLarge) |
| { |
| glClear(GL_COLOR_BUFFER_BIT); |
| float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f}; |
| |
| GLsizei bigSize = 4096 * 64; |
| std::vector<GLubyte> zero(bigSize, 0); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, bigSize, zero.data(), GL_STATIC_DRAW); |
| glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4, floatData); |
| |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1); |
| } |
| |
| // Test that readback from a very large uniform buffer works OK. |
| TEST_P(UniformBufferTest, VeryLargeReadback) |
| { |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| // Generate some random data. |
| GLsizei bigSize = 4096 * 64; |
| std::vector<GLubyte> expectedData(bigSize); |
| for (GLsizei index = 0; index < bigSize; ++index) |
| { |
| expectedData[index] = static_cast<GLubyte>(index); |
| } |
| |
| // Initialize the GL buffer. |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, bigSize, expectedData.data(), GL_STATIC_DRAW); |
| |
| // Do a small update. |
| GLsizei smallSize = sizeof(float) * 4; |
| std::array<float, 4> floatData = {{0.5f, 0.75f, 0.25f, 1.0f}}; |
| memcpy(expectedData.data(), floatData.data(), smallSize); |
| |
| glBufferSubData(GL_UNIFORM_BUFFER, 0, smallSize, expectedData.data()); |
| |
| // Draw with the buffer. |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1); |
| |
| // Read back the large buffer data. |
| const void *mapPtr = glMapBufferRange(GL_UNIFORM_BUFFER, 0, bigSize, GL_MAP_READ_BIT); |
| ASSERT_GL_NO_ERROR(); |
| const GLubyte *bytePtr = reinterpret_cast<const GLubyte *>(mapPtr); |
| std::vector<GLubyte> actualData(bytePtr, bytePtr + bigSize); |
| EXPECT_EQ(expectedData, actualData); |
| |
| glUnmapBuffer(GL_UNIFORM_BUFFER); |
| } |
| |
| class UniformBufferTest31 : public ANGLETest |
| { |
| protected: |
| UniformBufferTest31() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| }; |
| |
| // Test uniform block bindings greater than GL_MAX_UNIFORM_BUFFER_BINDINGS cause compile error. |
| TEST_P(UniformBufferTest31, MaxUniformBufferBindingsExceeded) |
| { |
| GLint maxUniformBufferBindings; |
| glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings); |
| std::string source = |
| "#version 310 es\n" |
| "in vec4 position;\n" |
| "layout(binding = "; |
| std::stringstream ss; |
| ss << maxUniformBufferBindings; |
| source = source + ss.str() + |
| ") uniform uni {\n" |
| " vec4 color;\n" |
| "};\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = position;\n" |
| "}"; |
| GLuint shader = CompileShader(GL_VERTEX_SHADER, source.c_str()); |
| EXPECT_EQ(0u, shader); |
| } |
| |
| // Test uniform block bindings specified by layout in shader work properly. |
| TEST_P(UniformBufferTest31, UniformBufferBindings) |
| { |
| constexpr char kVS[] = |
| "#version 310 es\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = position;\n" |
| "}"; |
| constexpr char kFS[] = |
| "#version 310 es\n" |
| "precision highp float;\n" |
| "layout(binding = 2) uniform uni {\n" |
| " vec4 color;\n" |
| "};\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{" |
| " fragColor = color;\n" |
| "}"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| GLuint uniformBufferIndex = glGetUniformBlockIndex(program, "uni"); |
| ASSERT_NE(GL_INVALID_INDEX, uniformBufferIndex); |
| GLBuffer uniformBuffer; |
| |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Let's create a buffer which contains one vec4. |
| GLuint vec4Size = 4 * sizeof(float); |
| std::vector<char> v(vec4Size); |
| float *first = reinterpret_cast<float *>(v.data()); |
| |
| first[0] = 10.f / 255.f; |
| first[1] = 20.f / 255.f; |
| first[2] = 30.f / 255.f; |
| first[3] = 40.f / 255.f; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer.get()); |
| glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindBufferBase(GL_UNIFORM_BUFFER, 2, uniformBuffer.get()); |
| drawQuad(program, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); |
| |
| // Clear the framebuffer |
| glClearColor(0.0, 0.0, 0.0, 0.0); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_EQ(px, py, 0, 0, 0, 0); |
| |
| // Try to bind the buffer to another binding point |
| glUniformBlockBinding(program, uniformBufferIndex, 5); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 5, uniformBuffer.get()); |
| drawQuad(program, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); |
| } |
| |
| // Test uniform blocks used as instanced array take next binding point for each subsequent element. |
| TEST_P(UniformBufferTest31, ConsecutiveBindingsForBlockArray) |
| { |
| constexpr char kFS[] = |
| "#version 310 es\n" |
| "precision highp float;\n" |
| "layout(binding = 2) uniform uni {\n" |
| " vec4 color;\n" |
| "} blocks[2];\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = blocks[0].color + blocks[1].color;\n" |
| "}"; |
| |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); |
| std::array<GLBuffer, 2> uniformBuffers; |
| |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Let's create a buffer which contains one vec4. |
| GLuint vec4Size = 4 * sizeof(float); |
| std::vector<char> v(vec4Size); |
| float *first = reinterpret_cast<float *>(v.data()); |
| |
| first[0] = 10.f / 255.f; |
| first[1] = 20.f / 255.f; |
| first[2] = 30.f / 255.f; |
| first[3] = 40.f / 255.f; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffers[0].get()); |
| glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW); |
| EXPECT_GL_NO_ERROR(); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 2, uniformBuffers[0].get()); |
| ASSERT_GL_NO_ERROR(); |
| glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffers[1].get()); |
| glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW); |
| EXPECT_GL_NO_ERROR(); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniformBuffers[1].get()); |
| |
| drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 20, 40, 60, 80); |
| } |
| |
| // Test the layout qualifier binding must be both specified(ESSL 3.10.4 section 9.2). |
| TEST_P(UniformBufferTest31, BindingMustBeBothSpecified) |
| { |
| constexpr char kVS[] = |
| "#version 310 es\n" |
| "in vec4 position;\n" |
| "uniform uni\n" |
| "{\n" |
| " vec4 color;\n" |
| "} block;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = position + block.color;\n" |
| "}"; |
| constexpr char kFS[] = |
| "#version 310 es\n" |
| "precision highp float;\n" |
| "layout(binding = 0) uniform uni\n" |
| "{\n" |
| " vec4 color;\n" |
| "} block;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = block.color;\n" |
| "}"; |
| GLuint program = CompileProgram(kVS, kFS); |
| ASSERT_EQ(0u, program); |
| } |
| |
| // Test with a block containing an array of structs. |
| TEST_P(UniformBufferTest, BlockContainingArrayOfStructs) |
| { |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "out vec4 my_FragColor;\n" |
| "struct light_t {\n" |
| " vec4 intensity;\n" |
| "};\n" |
| "const int maxLights = 2;\n" |
| "layout(std140) uniform lightData { light_t lights[maxLights]; };\n" |
| "vec4 processLight(vec4 lighting, light_t light)\n" |
| "{\n" |
| " return lighting + light.intensity;\n" |
| "}\n" |
| "void main()\n" |
| "{\n" |
| " vec4 lighting = vec4(0, 0, 0, 1);\n" |
| " for (int n = 0; n < maxLights; n++)\n" |
| " {\n" |
| " lighting = processLight(lighting, lights[n]);\n" |
| " }\n" |
| " my_FragColor = lighting;\n" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kStructCount = 2; |
| const GLsizei kVectorElementCount = 4; |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = kStructCount * kVectorElementCount * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| vAsFloat[1] = 0.5f; |
| vAsFloat[kVectorElementCount + 1] = 0.5f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test with a block instance array containing an array of structs. |
| TEST_P(UniformBufferTest, BlockArrayContainingArrayOfStructs) |
| { |
| constexpr char kFS[] = |
| R"(#version 300 es |
| |
| precision highp float; |
| out vec4 my_FragColor; |
| struct light_t |
| { |
| vec4 intensity; |
| }; |
| |
| layout(std140) uniform lightData { light_t lights[2]; } buffers[2]; |
| |
| vec4 processLight(vec4 lighting, light_t light) |
| { |
| return lighting + light.intensity; |
| } |
| void main() |
| { |
| vec4 lighting = vec4(0, 0, 0, 1); |
| lighting = processLight(lighting, buffers[0].lights[0]); |
| lighting = processLight(lighting, buffers[1].lights[1]); |
| my_FragColor = lighting; |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData[0]"); |
| GLint uniformBuffer2Index = glGetUniformBlockIndex(program, "lightData[1]"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kStructCount = 2; |
| const GLsizei kVectorElementCount = 4; |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = kStructCount * kVectorElementCount * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| // In the first struct/vector of the first block |
| vAsFloat[1] = 0.5f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| |
| GLBuffer uniformBuffer2; |
| glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer2); |
| |
| vAsFloat[1] = 0.0f; |
| // In the second struct/vector of the second block |
| vAsFloat[kVectorElementCount + 1] = 0.5f; |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 1, uniformBuffer2); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| glUniformBlockBinding(program, uniformBuffer2Index, 1); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test with a block containing an array of structs containing arrays. |
| TEST_P(UniformBufferTest, BlockContainingArrayOfStructsContainingArrays) |
| { |
| constexpr char kFS[] = |
| R"(#version 300 es |
| precision highp float; |
| out vec4 my_FragColor; |
| struct light_t |
| { |
| vec4 intensity[3]; |
| }; |
| const int maxLights = 2; |
| layout(std140) uniform lightData { light_t lights[maxLights]; }; |
| vec4 processLight(vec4 lighting, light_t light) |
| { |
| return lighting + light.intensity[1]; |
| } |
| void main() |
| { |
| vec4 lighting = vec4(0, 0, 0, 1); |
| lighting = processLight(lighting, lights[0]); |
| lighting = processLight(lighting, lights[1]); |
| my_FragColor = lighting; |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kStructCount = 2; |
| const GLsizei kVectorsPerStruct = 3; |
| const GLsizei kElementsPerVector = 4; |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = |
| kStructCount * kVectorsPerStruct * kElementsPerVector * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| vAsFloat[kElementsPerVector + 1] = 0.5f; |
| vAsFloat[kVectorsPerStruct * kElementsPerVector + kElementsPerVector + 1] = 0.5f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test with a block containing nested structs. |
| TEST_P(UniformBufferTest, BlockContainingNestedStructs) |
| { |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "out vec4 my_FragColor;\n" |
| "struct light_t {\n" |
| " vec4 intensity;\n" |
| "};\n" |
| "struct lightWrapper_t {\n" |
| " light_t light;\n" |
| "};\n" |
| "const int maxLights = 2;\n" |
| "layout(std140) uniform lightData { lightWrapper_t lightWrapper; };\n" |
| "vec4 processLight(vec4 lighting, lightWrapper_t aLightWrapper)\n" |
| "{\n" |
| " return lighting + aLightWrapper.light.intensity;\n" |
| "}\n" |
| "void main()\n" |
| "{\n" |
| " vec4 lighting = vec4(0, 0, 0, 1);\n" |
| " for (int n = 0; n < maxLights; n++)\n" |
| " {\n" |
| " lighting = processLight(lighting, lightWrapper);\n" |
| " }\n" |
| " my_FragColor = lighting;\n" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kVectorsPerStruct = 3; |
| const GLsizei kElementsPerVector = 4; |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = kVectorsPerStruct * kElementsPerVector * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| vAsFloat[1] = 1.0f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Tests GetUniformBlockIndex return value on error. |
| TEST_P(UniformBufferTest, GetUniformBlockIndexDefaultReturn) |
| { |
| ASSERT_FALSE(glIsProgram(99)); |
| EXPECT_EQ(GL_INVALID_INDEX, glGetUniformBlockIndex(99, "farts")); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| } |
| |
| // Block names can be reserved names in GLSL, as long as they're not reserved in GLSL ES. |
| TEST_P(UniformBufferTest, UniformBlockReservedOpenGLName) |
| { |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "out vec4 my_FragColor;\n" |
| "layout(std140) uniform buffer { vec4 color; };\n" |
| "void main()\n" |
| "{\n" |
| " my_FragColor = color;\n" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "buffer"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kElementsPerVector = 4; |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = kElementsPerVector * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| vAsFloat[1] = 1.0f; |
| vAsFloat[3] = 1.0f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Block instance names can be reserved names in GLSL, as long as they're not reserved in GLSL ES. |
| TEST_P(UniformBufferTest, UniformBlockInstanceReservedOpenGLName) |
| { |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "out vec4 my_FragColor;\n" |
| "layout(std140) uniform dmat2 { vec4 color; } buffer;\n" |
| "void main()\n" |
| "{\n" |
| " my_FragColor = buffer.color;\n" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "dmat2"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kElementsPerVector = 4; |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = kElementsPerVector * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| vAsFloat[1] = 1.0f; |
| vAsFloat[3] = 1.0f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that uniform block instance with nested structs that contain vec3s inside is handled |
| // correctly. This is meant to test that HLSL structure padding to implement std140 layout works |
| // together with uniform blocks. |
| TEST_P(UniformBufferTest, Std140UniformBlockInstanceWithNestedStructsContainingVec3s) |
| { |
| // Got incorrect test result on non-NVIDIA Android - the alpha channel was not set correctly |
| // from the second vector, possibly the platform doesn't implement std140 packing right? |
| // http://anglebug.com/2217 |
| ANGLE_SKIP_TEST_IF(IsAndroid() && !IsNVIDIA()); |
| |
| constexpr char kFS[] = |
| R"(#version 300 es |
| |
| precision highp float; |
| out vec4 my_FragColor; |
| |
| struct Sinner { |
| vec3 v; |
| }; |
| |
| struct S { |
| Sinner s1; |
| Sinner s2; |
| }; |
| |
| layout(std140) uniform structBuffer { S s; } buffer; |
| |
| void accessStruct(S s) |
| { |
| my_FragColor = vec4(s.s1.v.xy, s.s2.v.xy); |
| } |
| |
| void main() |
| { |
| accessStruct(buffer.s); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "structBuffer"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kVectorsPerBlock = 2; |
| const GLsizei kElementsPerPaddedVector = 4; |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = kVectorsPerBlock * kElementsPerPaddedVector * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| // Set second value in each vec3. |
| vAsFloat[1u] = 1.0f; |
| vAsFloat[4u + 1u] = 1.0f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Tests the detaching shaders from the program and using uniform blocks works. |
| // This covers a bug in ANGLE's D3D back-end. |
| TEST_P(UniformBufferTest, DetachShaders) |
| { |
| GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, essl3_shaders::vs::Simple()); |
| ASSERT_NE(0u, vertexShader); |
| GLuint kFS = CompileShader(GL_FRAGMENT_SHADER, mkFS); |
| ASSERT_NE(0u, kFS); |
| |
| GLuint program = glCreateProgram(); |
| glAttachShader(program, vertexShader); |
| glAttachShader(program, kFS); |
| |
| ASSERT_TRUE(LinkAttachedProgram(program)); |
| |
| glDetachShader(program, vertexShader); |
| glDetachShader(program, kFS); |
| glDeleteShader(vertexShader); |
| glDeleteShader(kFS); |
| |
| glClear(GL_COLOR_BUFFER_BIT); |
| float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f}; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(float) * 4, floatData, GL_STATIC_DRAW); |
| |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| |
| GLint uniformBufferIndex = glGetUniformBlockIndex(mProgram, "uni"); |
| ASSERT_NE(uniformBufferIndex, -1); |
| |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1); |
| |
| glDeleteProgram(program); |
| } |
| |
| // Test a uniform block where the whole block is set as row-major. |
| TEST_P(UniformBufferTest, Std140UniformBlockWithRowMajorQualifier) |
| { |
| // AMD OpenGL driver doesn't seem to apply the row-major qualifier right. |
| // http://anglebug.com/2273 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL()); |
| |
| constexpr char kFS[] = |
| R"(#version 300 es |
| |
| precision highp float; |
| out vec4 my_FragColor; |
| |
| layout(std140, row_major) uniform matrixBuffer |
| { |
| mat2 m; |
| } buffer; |
| |
| void main() |
| { |
| // Vector constructor accesses elements in column-major order. |
| my_FragColor = vec4(buffer.m); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "matrixBuffer"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kElementsPerMatrix = 8; // Each mat2 row gets padded into a vec4. |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = kElementsPerMatrix * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| vAsFloat[0u] = 1.0f; |
| vAsFloat[1u] = 128.0f / 255.0f; |
| vAsFloat[4u] = 64.0f / 255.0f; |
| vAsFloat[5u] = 32.0f / 255.0f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 64, 128, 32), 5); |
| } |
| |
| // Test a uniform block where an individual matrix field is set as row-major whereas the whole block |
| // is set as column-major. |
| TEST_P(UniformBufferTest, Std140UniformBlockWithPerMemberRowMajorQualifier) |
| { |
| // AMD OpenGL driver doesn't seem to apply the row-major qualifier right. |
| // http://anglebug.com/2273 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL()); |
| |
| constexpr char kFS[] = |
| R"(#version 300 es |
| |
| precision highp float; |
| out vec4 my_FragColor; |
| |
| layout(std140, column_major) uniform matrixBuffer |
| { |
| layout(row_major) mat2 m; |
| } buffer; |
| |
| void main() |
| { |
| // Vector constructor accesses elements in column-major order. |
| my_FragColor = vec4(buffer.m); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "matrixBuffer"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kElementsPerMatrix = 8; // Each mat2 row gets padded into a vec4. |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = kElementsPerMatrix * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| vAsFloat[0u] = 1.0f; |
| vAsFloat[1u] = 128.0f / 255.0f; |
| vAsFloat[4u] = 64.0f / 255.0f; |
| vAsFloat[5u] = 32.0f / 255.0f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 64, 128, 32), 5); |
| } |
| |
| // Test a uniform block where an individual matrix field is set as column-major whereas the whole |
| // block is set as row-major. |
| TEST_P(UniformBufferTest, Std140UniformBlockWithPerMemberColumnMajorQualifier) |
| { |
| constexpr char kFS[] = |
| R"(#version 300 es |
| |
| precision highp float; |
| out vec4 my_FragColor; |
| |
| layout(std140, row_major) uniform matrixBuffer |
| { |
| // 2 columns, 3 rows. |
| layout(column_major) mat2x3 m; |
| } buffer; |
| |
| void main() |
| { |
| // Vector constructor accesses elements in column-major order. |
| my_FragColor = vec4(buffer.m); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "matrixBuffer"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kElementsPerMatrix = 8; // Each mat2x3 column gets padded into a vec4. |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = kElementsPerMatrix * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| vAsFloat[0u] = 1.0f; |
| vAsFloat[1u] = 192.0f / 255.0f; |
| vAsFloat[2u] = 128.0f / 255.0f; |
| vAsFloat[4u] = 96.0f / 255.0f; |
| vAsFloat[5u] = 64.0f / 255.0f; |
| vAsFloat[6u] = 32.0f / 255.0f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 192, 128, 96), 5); |
| } |
| |
| // Test a uniform block where a struct field is set as row-major. |
| TEST_P(UniformBufferTest, Std140UniformBlockWithRowMajorQualifierOnStruct) |
| { |
| // AMD OpenGL driver doesn't seem to apply the row-major qualifier right. |
| // http://anglebug.com/2273 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL()); |
| |
| constexpr char kFS[] = |
| R"(#version 300 es |
| |
| precision highp float; |
| out vec4 my_FragColor; |
| |
| struct S |
| { |
| mat2 m; |
| }; |
| |
| layout(std140) uniform matrixBuffer |
| { |
| layout(row_major) S s; |
| } buffer; |
| |
| void main() |
| { |
| // Vector constructor accesses elements in column-major order. |
| my_FragColor = vec4(buffer.s.m); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| GLint uniformBufferIndex = glGetUniformBlockIndex(program, "matrixBuffer"); |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| const GLsizei kElementsPerMatrix = 8; // Each mat2 row gets padded into a vec4. |
| const GLsizei kBytesPerElement = 4; |
| const GLsizei kDataSize = kElementsPerMatrix * kBytesPerElement; |
| std::vector<GLubyte> v(kDataSize, 0); |
| float *vAsFloat = reinterpret_cast<float *>(v.data()); |
| |
| vAsFloat[0u] = 1.0f; |
| vAsFloat[1u] = 128.0f / 255.0f; |
| vAsFloat[4u] = 64.0f / 255.0f; |
| vAsFloat[5u] = 32.0f / 255.0f; |
| |
| glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| glUniformBlockBinding(program, uniformBufferIndex, 0); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 64, 128, 32), 5); |
| } |
| |
| constexpr char kFragmentShader[] = R"(#version 300 es |
| precision mediump float; |
| |
| layout (std140) uniform color_ubo |
| { |
| vec4 color; |
| }; |
| |
| out vec4 fragColor; |
| void main() |
| { |
| fragColor = color; |
| })"; |
| |
| // Regression test for a dirty bit bug in ANGLE. See http://crbug.com/792966 |
| TEST_P(UniformBufferTest, SimpleBindingChange) |
| { |
| // http://anglebug.com/2287 |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL()); |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFragmentShader); |
| |
| glBindAttribLocation(program, 0, essl3_shaders::PositionAttrib()); |
| glUseProgram(program); |
| GLint uboIndex = glGetUniformBlockIndex(program, "color_ubo"); |
| |
| std::array<GLfloat, 12> vertices{{-1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0}}; |
| GLBuffer vertexBuf; |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); |
| glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), |
| GL_STATIC_DRAW); |
| glEnableVertexAttribArray(0); |
| glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); |
| |
| std::array<GLshort, 12> indexData = {{0, 1, 2, 2, 1, 3, 0, 1, 2, 2, 1, 3}}; |
| |
| GLBuffer indexBuf; |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size() * sizeof(GLshort), indexData.data(), |
| GL_STATIC_DRAW); |
| |
| // Bind a first buffer with red. |
| GLBuffer uboBuf1; |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboBuf1); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatRed, GL_STATIC_DRAW); |
| glUniformBlockBinding(program, uboIndex, 0); |
| |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| |
| // Bind a second buffer with green, updating the buffer binding. |
| GLBuffer uboBuf2; |
| glBindBufferBase(GL_UNIFORM_BUFFER, 1, uboBuf2); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen, GL_STATIC_DRAW); |
| glUniformBlockBinding(program, uboIndex, 1); |
| |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid *>(12)); |
| |
| // Verify we get the second buffer. |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Regression test for a dirty bit bug in ANGLE. Same as above but for the indexed bindings. |
| TEST_P(UniformBufferTest, SimpleBufferChange) |
| { |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFragmentShader); |
| |
| glBindAttribLocation(program, 0, essl3_shaders::PositionAttrib()); |
| glUseProgram(program); |
| GLint uboIndex = glGetUniformBlockIndex(program, "color_ubo"); |
| |
| std::array<GLfloat, 12> vertices{{-1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0}}; |
| GLBuffer vertexBuf; |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); |
| glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), |
| GL_STATIC_DRAW); |
| glEnableVertexAttribArray(0); |
| glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); |
| |
| std::array<GLshort, 12> indexData = {{0, 1, 2, 2, 1, 3, 0, 1, 2, 2, 1, 3}}; |
| |
| GLBuffer indexBuf; |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size() * sizeof(GLshort), indexData.data(), |
| GL_STATIC_DRAW); |
| |
| // Bind a first buffer with red. |
| GLBuffer uboBuf1; |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboBuf1); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatRed, GL_STATIC_DRAW); |
| glUniformBlockBinding(program, uboIndex, 0); |
| |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| |
| // Bind a second buffer to the same binding point (0). This should set to draw green. |
| GLBuffer uboBuf2; |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboBuf2); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen, GL_STATIC_DRAW); |
| |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid *>(12)); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Tests a bug in the D3D11 back-end where re-creating the buffer storage should trigger a state |
| // update in the State Manager class. |
| TEST_P(UniformBufferTest, DependentBufferChange) |
| { |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFragmentShader); |
| |
| glBindAttribLocation(program, 0, essl3_shaders::PositionAttrib()); |
| glUseProgram(program); |
| GLint uboIndex = glGetUniformBlockIndex(program, "color_ubo"); |
| |
| std::array<GLfloat, 12> vertices{{-1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0}}; |
| GLBuffer vertexBuf; |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); |
| glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), |
| GL_STATIC_DRAW); |
| glEnableVertexAttribArray(0); |
| glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); |
| |
| std::array<GLshort, 6> indexData = {{0, 1, 2, 2, 1, 3}}; |
| |
| GLBuffer indexBuf; |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size() * sizeof(GLshort), indexData.data(), |
| GL_STATIC_DRAW); |
| |
| GLBuffer ubo; |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatRed, GL_STATIC_DRAW); |
| glUniformBlockBinding(program, uboIndex, 0); |
| |
| glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| |
| // Resize the buffer - triggers a re-allocation in the D3D11 back-end. |
| std::vector<GLColor32F> bigData(128, kFloatGreen); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F) * bigData.size(), bigData.data(), |
| GL_STATIC_DRAW); |
| |
| glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Recreate WebGL conformance test conformance2/uniforms/large-uniform-buffers.html to test |
| // regression in http://anglebug.com/3388 |
| TEST_P(UniformBufferTest, SizeOverMaxBlockSize) |
| { |
| // Test crashes on Windows AMD OpenGL |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsOpenGL()); |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFragmentShader); |
| |
| glBindAttribLocation(program, 0, essl3_shaders::PositionAttrib()); |
| glUseProgram(program); |
| GLint uboIndex = glGetUniformBlockIndex(program, "color_ubo"); |
| |
| std::array<GLfloat, 12> vertices{{-1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0}}; |
| GLBuffer vertexBuf; |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); |
| glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), |
| GL_STATIC_DRAW); |
| glEnableVertexAttribArray(0); |
| glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); |
| |
| std::array<GLshort, 6> indexData = {{0, 1, 2, 2, 1, 3}}; |
| |
| GLBuffer indexBuf; |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size() * sizeof(GLshort), indexData.data(), |
| GL_STATIC_DRAW); |
| |
| GLint uboDataSize = 0; |
| glGetActiveUniformBlockiv(program, uboIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &uboDataSize); |
| EXPECT_NE(uboDataSize, 0); // uniform block data size invalid |
| |
| GLint64 maxUniformBlockSize; |
| glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); |
| |
| GLBuffer uboBuf; |
| std::vector<GLfloat> uboData; |
| uboData.resize(maxUniformBlockSize * 2); // underlying data is twice the max block size |
| |
| GLint offs0 = 0; |
| |
| // Red |
| uboData[offs0 + 0] = 1; |
| uboData[offs0 + 1] = 0; |
| uboData[offs0 + 2] = 0; |
| uboData[offs0 + 3] = 1; |
| |
| GLint offs1 = maxUniformBlockSize; |
| GLint alignment = 0; |
| glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment); |
| EXPECT_EQ(offs1 % alignment, 0); |
| |
| // Green |
| uboData[offs1 + 0] = 0; |
| uboData[offs1 + 1] = 1; |
| uboData[offs1 + 2] = 0; |
| uboData[offs1 + 3] = 1; |
| |
| glUniformBlockBinding(program, uboIndex, 0); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboBuf); |
| glBufferData(GL_UNIFORM_BUFFER, uboData.size() * sizeof(GLfloat), uboData.data(), |
| GL_STATIC_DRAW); |
| ASSERT_GL_NO_ERROR(); // No errors from setup |
| |
| // Draw lower triangle - should be red |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboBuf, offs0 * sizeof(float), 4 * sizeof(float)); |
| glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0); |
| ASSERT_GL_NO_ERROR(); // No errors from draw |
| |
| // Draw upper triangle - should be green |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboBuf, offs1 * sizeof(float), 4 * sizeof(float)); |
| glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, |
| reinterpret_cast<void *>(3 * sizeof(GLshort))); |
| ASSERT_GL_NO_ERROR(); // No errors from draw |
| |
| GLint width = getWindowWidth(); |
| GLint height = getWindowHeight(); |
| // Lower left should be red |
| EXPECT_PIXEL_COLOR_EQ(width / 2 - 5, height / 2 - 5, GLColor::red); |
| // Top right should be green |
| EXPECT_PIXEL_COLOR_EQ(width / 2 + 5, height / 2 + 5, GLColor::green); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these |
| // tests should be run against. |
| ANGLE_INSTANTIATE_TEST_ES3(UniformBufferTest); |
| ANGLE_INSTANTIATE_TEST_ES31(UniformBufferTest31); |
| |
| } // namespace |