blob: b6a3793fa71039dd8ceaedf894dde0d1cb7a4888 [file] [log] [blame]
//
// Copyright 2016 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.
//
// CHROMIUMPathRenderingTest
// Test CHROMIUM subset of NV_path_rendering
// This extension allows to render geometric paths as first class GL objects.
#include "test_utils/ANGLETest.h"
#include "common/angleutils.h"
#include "util/shader_utils.h"
#include <cmath>
#include <cstddef>
#include <cstring>
#include <fstream>
using namespace angle;
namespace
{
bool CheckPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint tolerance,
const angle::GLColor &color)
{
for (GLint yy = 0; yy < height; ++yy)
{
for (GLint xx = 0; xx < width; ++xx)
{
const auto px = x + xx;
const auto py = y + yy;
EXPECT_PIXEL_NEAR(px, py, color.R, color.G, color.B, color.A, tolerance);
}
}
return true;
}
void ExpectEqualMatrix(const GLfloat *expected, const GLfloat *actual)
{
for (size_t i = 0; i < 16; ++i)
{
EXPECT_EQ(expected[i], actual[i]);
}
}
void ExpectEqualMatrix(const GLfloat *expected, const GLint *actual)
{
for (size_t i = 0; i < 16; ++i)
{
EXPECT_EQ(static_cast<GLint>(std::roundf(expected[i])), actual[i]);
}
}
const int kResolution = 300;
class CHROMIUMPathRenderingTest : public ANGLETest
{
protected:
CHROMIUMPathRenderingTest()
{
setWindowWidth(kResolution);
setWindowHeight(kResolution);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
bool isApplicable() const { return IsGLExtensionEnabled("GL_CHROMIUM_path_rendering"); }
void tryAllDrawFunctions(GLuint path, GLenum err)
{
glStencilFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F);
EXPECT_GL_ERROR(err);
glStencilFillPathCHROMIUM(path, GL_COUNT_DOWN_CHROMIUM, 0x7F);
EXPECT_GL_ERROR(err);
glStencilStrokePathCHROMIUM(path, 0x80, 0x80);
EXPECT_GL_ERROR(err);
glCoverFillPathCHROMIUM(path, GL_BOUNDING_BOX_CHROMIUM);
EXPECT_GL_ERROR(err);
glCoverStrokePathCHROMIUM(path, GL_BOUNDING_BOX_CHROMIUM);
EXPECT_GL_ERROR(err);
glStencilThenCoverStrokePathCHROMIUM(path, 0x80, 0x80, GL_BOUNDING_BOX_CHROMIUM);
EXPECT_GL_ERROR(err);
glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F,
GL_BOUNDING_BOX_CHROMIUM);
EXPECT_GL_ERROR(err);
}
};
// Test setting and getting of path rendering matrices.
TEST_P(CHROMIUMPathRenderingTest, TestMatrix)
{
if (!isApplicable())
return;
static const GLfloat kIdentityMatrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
static const GLfloat kSeqMatrix[16] = {0.5f, -0.5f, -0.1f, -0.8f, 4.4f, 5.5f,
6.6f, 7.7f, 8.8f, 9.9f, 10.11f, 11.22f,
12.33f, 13.44f, 14.55f, 15.66f};
static const GLenum kMatrixModes[] = {GL_PATH_MODELVIEW_CHROMIUM, GL_PATH_PROJECTION_CHROMIUM};
static const GLenum kGetMatrixModes[] = {GL_PATH_MODELVIEW_MATRIX_CHROMIUM,
GL_PATH_PROJECTION_MATRIX_CHROMIUM};
for (size_t i = 0; i < 2; ++i)
{
GLfloat mf[16];
GLint mi[16];
std::memset(mf, 0, sizeof(mf));
std::memset(mi, 0, sizeof(mi));
glGetFloatv(kGetMatrixModes[i], mf);
glGetIntegerv(kGetMatrixModes[i], mi);
ExpectEqualMatrix(kIdentityMatrix, mf);
ExpectEqualMatrix(kIdentityMatrix, mi);
glMatrixLoadfCHROMIUM(kMatrixModes[i], kSeqMatrix);
std::memset(mf, 0, sizeof(mf));
std::memset(mi, 0, sizeof(mi));
glGetFloatv(kGetMatrixModes[i], mf);
glGetIntegerv(kGetMatrixModes[i], mi);
ExpectEqualMatrix(kSeqMatrix, mf);
ExpectEqualMatrix(kSeqMatrix, mi);
glMatrixLoadIdentityCHROMIUM(kMatrixModes[i]);
std::memset(mf, 0, sizeof(mf));
std::memset(mi, 0, sizeof(mi));
glGetFloatv(kGetMatrixModes[i], mf);
glGetIntegerv(kGetMatrixModes[i], mi);
ExpectEqualMatrix(kIdentityMatrix, mf);
ExpectEqualMatrix(kIdentityMatrix, mi);
ASSERT_GL_NO_ERROR();
}
}
// Test that trying to set incorrect matrix target results
// in a GL error.
TEST_P(CHROMIUMPathRenderingTest, TestMatrixErrors)
{
if (!isApplicable())
return;
GLfloat mf[16];
std::memset(mf, 0, sizeof(mf));
glMatrixLoadfCHROMIUM(GL_PATH_MODELVIEW_CHROMIUM, mf);
ASSERT_GL_NO_ERROR();
glMatrixLoadIdentityCHROMIUM(GL_PATH_PROJECTION_CHROMIUM);
ASSERT_GL_NO_ERROR();
// Test that invalid matrix targets fail.
glMatrixLoadfCHROMIUM(GL_PATH_MODELVIEW_CHROMIUM - 1, mf);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Test that invalid matrix targets fail.
glMatrixLoadIdentityCHROMIUM(GL_PATH_PROJECTION_CHROMIUM + 1);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Test basic path create and delete.
TEST_P(CHROMIUMPathRenderingTest, TestGenDelete)
{
if (!isApplicable())
return;
// This is unspecified in NV_path_rendering.
EXPECT_EQ(0u, glGenPathsCHROMIUM(0));
EXPECT_GL_ERROR(GL_INVALID_VALUE);
GLuint path = glGenPathsCHROMIUM(1);
EXPECT_NE(0u, path);
glDeletePathsCHROMIUM(path, 1);
ASSERT_GL_NO_ERROR();
GLuint first_path = glGenPathsCHROMIUM(5);
EXPECT_NE(0u, first_path);
glDeletePathsCHROMIUM(first_path, 5);
ASSERT_GL_NO_ERROR();
// Test deleting paths that are not actually allocated:
// "unused names in /paths/ are silently ignored".
first_path = glGenPathsCHROMIUM(5);
EXPECT_NE(0u, first_path);
glDeletePathsCHROMIUM(first_path, 6);
ASSERT_GL_NO_ERROR();
GLsizei big_range = 0xffff;
first_path = glGenPathsCHROMIUM(big_range);
EXPECT_NE(0u, first_path);
glDeletePathsCHROMIUM(first_path, big_range);
ASSERT_GL_NO_ERROR();
// Test glIsPathCHROMIUM(). A path object is not considered a path untill
// it has actually been specified with a path data.
path = glGenPathsCHROMIUM(1);
ASSERT_TRUE(glIsPathCHROMIUM(path) == GL_FALSE);
// specify the data.
GLubyte commands[] = {GL_MOVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
GLfloat coords[] = {50.0f, 50.0f};
glPathCommandsCHROMIUM(path, 2, commands, 2, GL_FLOAT, coords);
ASSERT_TRUE(glIsPathCHROMIUM(path) == GL_TRUE);
glDeletePathsCHROMIUM(path, 1);
ASSERT_TRUE(glIsPathCHROMIUM(path) == GL_FALSE);
}
// Test incorrect path creation and deletion and expect GL errors.
TEST_P(CHROMIUMPathRenderingTest, TestGenDeleteErrors)
{
if (!isApplicable())
return;
// GenPaths / DeletePaths tests.
// std::numeric_limits<GLuint>::max() is wrong for GLsizei.
GLuint first_path = glGenPathsCHROMIUM(std::numeric_limits<GLuint>::max());
EXPECT_EQ(first_path, 0u);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
first_path = glGenPathsCHROMIUM(-1);
EXPECT_EQ(0u, first_path);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glDeletePathsCHROMIUM(1, -5);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
first_path = glGenPathsCHROMIUM(-1);
EXPECT_EQ(0u, first_path);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test setting and getting path parameters.
TEST_P(CHROMIUMPathRenderingTest, TestPathParameter)
{
if (!isApplicable())
return;
GLuint path = glGenPathsCHROMIUM(1);
// specify the data.
GLubyte commands[] = {GL_MOVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
GLfloat coords[] = {50.0f, 50.0f};
glPathCommandsCHROMIUM(path, 2, commands, 2, GL_FLOAT, coords);
ASSERT_GL_NO_ERROR();
EXPECT_GL_TRUE(glIsPathCHROMIUM(path));
static const GLenum kEndCaps[] = {GL_FLAT_CHROMIUM, GL_SQUARE_CHROMIUM, GL_ROUND_CHROMIUM};
for (std::size_t i = 0; i < 3; ++i)
{
GLint x;
glPathParameteriCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM, static_cast<GLenum>(kEndCaps[i]));
ASSERT_GL_NO_ERROR();
glGetPathParameterivCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM, &x);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(kEndCaps[i], static_cast<GLenum>(x));
GLfloat f;
glPathParameterfCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM,
static_cast<GLfloat>(kEndCaps[(i + 1) % 3]));
glGetPathParameterfvCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM, &f);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(kEndCaps[(i + 1) % 3], static_cast<GLenum>(f));
}
static const GLenum kJoinStyles[] = {GL_MITER_REVERT_CHROMIUM, GL_BEVEL_CHROMIUM,
GL_ROUND_CHROMIUM};
for (std::size_t i = 0; i < 3; ++i)
{
GLint x;
glPathParameteriCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM,
static_cast<GLenum>(kJoinStyles[i]));
ASSERT_GL_NO_ERROR();
glGetPathParameterivCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM, &x);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(kJoinStyles[i], static_cast<GLenum>(x));
GLfloat f;
glPathParameterfCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM,
static_cast<GLfloat>(kJoinStyles[(i + 1) % 3]));
ASSERT_GL_NO_ERROR();
glGetPathParameterfvCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM, &f);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(kJoinStyles[(i + 1) % 3], static_cast<GLenum>(f));
}
{
glPathParameterfCHROMIUM(path, GL_PATH_STROKE_WIDTH_CHROMIUM, 5.0f);
ASSERT_GL_NO_ERROR();
GLfloat f;
glGetPathParameterfvCHROMIUM(path, GL_PATH_STROKE_WIDTH_CHROMIUM, &f);
EXPECT_EQ(5.0f, f);
}
glDeletePathsCHROMIUM(path, 1);
}
// Test that setting incorrect path parameter generates GL error.
TEST_P(CHROMIUMPathRenderingTest, TestPathParameterErrors)
{
if (!isApplicable())
return;
GLuint path = glGenPathsCHROMIUM(1);
// PathParameter*: Wrong value for the pname should fail.
glPathParameteriCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM, GL_FLAT_CHROMIUM);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glPathParameterfCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM, GL_MITER_REVERT_CHROMIUM);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// PathParameter*: Wrong floating-point value should fail.
glPathParameterfCHROMIUM(path, GL_PATH_STROKE_WIDTH_CHROMIUM, -0.1f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// PathParameter*: Wrong pname should fail.
glPathParameteriCHROMIUM(path, GL_PATH_STROKE_WIDTH_CHROMIUM - 1, 5);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glDeletePathsCHROMIUM(path, 1);
}
// Test expected path object state.
TEST_P(CHROMIUMPathRenderingTest, TestPathObjectState)
{
if (!isApplicable())
return;
glViewport(0, 0, kResolution, kResolution);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glStencilMask(0xffffffff);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
ASSERT_GL_NO_ERROR();
// Test that trying to draw non-existing paths does not produce errors or results.
GLuint non_existing_paths[] = {0, 55, 74744};
for (auto &p : non_existing_paths)
{
EXPECT_GL_FALSE(glIsPathCHROMIUM(p));
ASSERT_GL_NO_ERROR();
tryAllDrawFunctions(p, GL_NO_ERROR);
}
// Path name marked as used but without path object state causes
// a GL error upon any draw command.
GLuint path = glGenPathsCHROMIUM(1);
EXPECT_GL_FALSE(glIsPathCHROMIUM(path));
tryAllDrawFunctions(path, GL_INVALID_OPERATION);
glDeletePathsCHROMIUM(path, 1);
// Document a bit of an inconsistency: path name marked as used but without
// path object state causes a GL error upon any draw command (tested above).
// Path name that had path object state, but then was "cleared", still has a
// path object state, even though the state is empty.
path = glGenPathsCHROMIUM(1);
EXPECT_GL_FALSE(glIsPathCHROMIUM(path));
GLubyte commands[] = {GL_MOVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
GLfloat coords[] = {50.0f, 50.0f};
glPathCommandsCHROMIUM(path, 2, commands, 2, GL_FLOAT, coords);
EXPECT_GL_TRUE(glIsPathCHROMIUM(path));
glPathCommandsCHROMIUM(path, 0, nullptr, 0, GL_FLOAT, nullptr);
EXPECT_GL_TRUE(glIsPathCHROMIUM(path)); // The surprise.
tryAllDrawFunctions(path, GL_NO_ERROR);
glDeletePathsCHROMIUM(path, 1);
// Make sure nothing got drawn by the drawing commands that should not produce
// anything.
const angle::GLColor black = {0, 0, 0, 0};
EXPECT_TRUE(CheckPixels(0, 0, kResolution, kResolution, 0, black));
}
// Test that trying to use path object that doesn't exist generates
// a GL error.
TEST_P(CHROMIUMPathRenderingTest, TestUnnamedPathsErrors)
{
if (!isApplicable())
return;
// Unnamed paths: Trying to create a path object with non-existing path name
// produces error. (Not a error in real NV_path_rendering).
ASSERT_GL_NO_ERROR();
GLubyte commands[] = {GL_MOVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
GLfloat coords[] = {50.0f, 50.0f};
glPathCommandsCHROMIUM(555, 2, commands, 2, GL_FLOAT, coords);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// PathParameter*: Using non-existing path object produces error.
ASSERT_GL_NO_ERROR();
glPathParameterfCHROMIUM(555, GL_PATH_STROKE_WIDTH_CHROMIUM, 5.0f);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
ASSERT_GL_NO_ERROR();
glPathParameteriCHROMIUM(555, GL_PATH_JOIN_STYLE_CHROMIUM, GL_ROUND_CHROMIUM);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that setting incorrect path data generates a GL error.
TEST_P(CHROMIUMPathRenderingTest, TestPathCommandsErrors)
{
if (!isApplicable())
return;
static const GLenum kInvalidCoordType = GL_NONE;
GLuint path = glGenPathsCHROMIUM(1);
GLubyte commands[] = {GL_MOVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
GLfloat coords[] = {50.0f, 50.0f};
glPathCommandsCHROMIUM(path, 2, commands, -4, GL_FLOAT, coords);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glPathCommandsCHROMIUM(path, -1, commands, 2, GL_FLOAT, coords);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glPathCommandsCHROMIUM(path, 2, commands, 2, kInvalidCoordType, coords);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// incorrect number of coordinates
glPathCommandsCHROMIUM(path, 2, commands, std::numeric_limits<GLsizei>::max(), GL_FLOAT,
coords);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// This should fail due to cmd count + coord count * short size.
glPathCommandsCHROMIUM(path, 2, commands, std::numeric_limits<GLsizei>::max(), GL_SHORT,
coords);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDeletePathsCHROMIUM(path, 1);
}
// Test that trying to render a path with invalid arguments
// generates a GL error.
TEST_P(CHROMIUMPathRenderingTest, TestPathRenderingInvalidArgs)
{
if (!isApplicable())
return;
GLuint path = glGenPathsCHROMIUM(1);
glPathCommandsCHROMIUM(path, 0, nullptr, 0, GL_FLOAT, nullptr);
// Verify that normal calls work.
glStencilFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F);
ASSERT_GL_NO_ERROR();
glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F, GL_BOUNDING_BOX_CHROMIUM);
ASSERT_GL_NO_ERROR();
// Using invalid fill mode causes INVALID_ENUM.
glStencilFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM - 1, 0x7F);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM - 1, 0x7F,
GL_BOUNDING_BOX_CHROMIUM);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Using invalid cover mode causes INVALID_ENUM.
glCoverFillPathCHROMIUM(path, GL_CONVEX_HULL_CHROMIUM - 1);
EXPECT_EQ(static_cast<GLenum>(GL_INVALID_ENUM), glGetError());
glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F,
GL_BOUNDING_BOX_CHROMIUM + 1);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Using mask+1 not being power of two causes INVALID_VALUE with up/down fill mode
glStencilFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x40);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_DOWN_CHROMIUM, 12, GL_BOUNDING_BOX_CHROMIUM);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// check incorrect instance parameters.
// CoverFillPathInstanced
{
glCoverFillPathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glCoverFillPathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, GL_CONVEX_HULL_CHROMIUM, GL_NONE,
nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, nullptr, 0, GL_CONVEX_HULL_CHROMIUM,
GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_UNSIGNED_INT, GL_NONE,
nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
GL_UNSIGNED_INT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
GL_TRANSLATE_X_CHROMIUM, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// CoverStrokePathInstanced
{
glCoverStrokePathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glCoverStrokePathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, GL_CONVEX_HULL_CHROMIUM, GL_NONE,
nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, nullptr, 0, GL_CONVEX_HULL_CHROMIUM,
GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_UNSIGNED_INT, GL_NONE,
nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
GL_UNSIGNED_INT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
GL_TRANSLATE_X_CHROMIUM, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// StencilFillPathInstanced
{
glStencilFillPathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0, GL_COUNT_UP_CHROMIUM, 0x0,
GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glStencilFillPathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, GL_COUNT_UP_CHROMIUM, 0x0,
GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, nullptr, 0, GL_COUNT_UP_CHROMIUM,
0x0, GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glStencilFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_UNSIGNED_INT, 0x0,
GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_COUNT_UP_CHROMIUM, 0x2,
GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glStencilFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_COUNT_UP_CHROMIUM, 0x0,
GL_UNSIGNED_INT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_COUNT_UP_CHROMIUM, 0x0,
GL_TRANSLATE_X_CHROMIUM, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// StencilStrokePathInstanced
{
glStencilStrokePathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0, 0x00, 0x00, GL_NONE,
nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glStencilStrokePathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, 0x00, 0x00, GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, nullptr, 0, 0x00, 0x00, GL_NONE,
nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glStencilStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, 0x00, 0x00,
GL_UNSIGNED_INT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, 0x00, 0x00,
GL_TRANSLATE_X_CHROMIUM, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// StencilThenCoverFillPathInstanced
{
glStencilThenCoverFillPathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0,
GL_COUNT_UP_CHROMIUM, 0, GL_COUNT_UP_CHROMIUM,
GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glStencilThenCoverFillPathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
0, GL_COUNT_UP_CHROMIUM, GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilThenCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, nullptr, 0,
GL_CONVEX_HULL_CHROMIUM, 0,
GL_COUNT_UP_CHROMIUM, GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glStencilThenCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_UNSIGNED_INT,
0, GL_COUNT_UP_CHROMIUM, GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilThenCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0,
GL_CONVEX_HULL_CHROMIUM, 0, GL_UNSIGNED_INT,
GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilThenCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0,
GL_CONVEX_HULL_CHROMIUM, 0,
GL_COUNT_UP_CHROMIUM, GL_FLOAT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilThenCoverFillPathInstancedCHROMIUM(
1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM, 0, GL_COUNT_UP_CHROMIUM,
GL_TRANSLATE_X_CHROMIUM, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// StencilThenCoverStrokePathInstanced
{
glStencilThenCoverStrokePathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0, 0x0, 0x0,
GL_CONVEX_HULL_CHROMIUM, GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glStencilThenCoverStrokePathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, 0x0, 0x0,
GL_CONVEX_HULL_CHROMIUM, GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilThenCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, nullptr, 0, 0x0, 0x0,
GL_CONVEX_HULL_CHROMIUM, GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glStencilThenCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, 0x0, 0x0,
GL_FLOAT, GL_NONE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilThenCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, 0x0, 0x0,
GL_CONVEX_HULL_CHROMIUM, GL_FLOAT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glStencilThenCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, 0x0, 0x0,
GL_CONVEX_HULL_CHROMIUM,
GL_TRANSLATE_X_CHROMIUM, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
glDeletePathsCHROMIUM(path, 1);
}
const GLfloat kProjectionMatrix[16] = {2.0f / kResolution,
0.0f,
0.0f,
0.0f,
0.0f,
2.0f / kResolution,
0.0f,
0.0f,
0.0f,
0.0f,
-1.0f,
0.0f,
-1.0f,
-1.0f,
0.0f,
1.0f};
class CHROMIUMPathRenderingDrawTest : public ANGLETest
{
protected:
CHROMIUMPathRenderingDrawTest()
{
setWindowWidth(kResolution);
setWindowHeight(kResolution);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
bool isApplicable() const { return IsGLExtensionEnabled("GL_CHROMIUM_path_rendering"); }
void setupStateForTestPattern()
{
glViewport(0, 0, kResolution, kResolution);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glStencilMask(0xffffffff);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
constexpr char kVertexShaderSource[] =
"void main() {\n"
" gl_Position = vec4(1.0); \n"
"}";
constexpr char kFragmentShaderSource[] =
"precision mediump float;\n"
"uniform vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}";
GLuint program = CompileProgram(kVertexShaderSource, kFragmentShaderSource);
glUseProgram(program);
mColorLoc = glGetUniformLocation(program, "color");
glDeleteProgram(program);
// Set up orthogonal projection with near/far plane distance of 2.
glMatrixLoadfCHROMIUM(GL_PATH_PROJECTION_CHROMIUM, kProjectionMatrix);
glMatrixLoadIdentityCHROMIUM(GL_PATH_MODELVIEW_CHROMIUM);
ASSERT_GL_NO_ERROR();
}
void setupPathStateForTestPattern(GLuint path)
{
static const GLubyte kCommands[] = {GL_MOVE_TO_CHROMIUM, GL_LINE_TO_CHROMIUM,
GL_QUADRATIC_CURVE_TO_CHROMIUM,
GL_CUBIC_CURVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
static const GLfloat kCoords[] = {50.0f, 50.0f, 75.0f, 75.0f, 100.0f, 62.5f, 50.0f,
25.5f, 0.0f, 62.5f, 50.0f, 50.0f, 25.0f, 75.0f};
glPathCommandsCHROMIUM(path, 5, kCommands, 14, GL_FLOAT, kCoords);
glPathParameterfCHROMIUM(path, GL_PATH_STROKE_WIDTH_CHROMIUM, 5.0f);
glPathParameterfCHROMIUM(path, GL_PATH_MITER_LIMIT_CHROMIUM, 1.0f);
glPathParameterfCHROMIUM(path, GL_PATH_STROKE_BOUND_CHROMIUM, .02f);
glPathParameteriCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM, GL_ROUND_CHROMIUM);
glPathParameteriCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM, GL_SQUARE_CHROMIUM);
ASSERT_GL_NO_ERROR();
}
void verifyTestPatternFill(GLfloat flx, GLfloat fly)
{
static const GLint kFillCoords[] = {55, 54, 50, 28, 66, 63};
static const angle::GLColor kBlue = {0, 0, 255, 255};
GLint x = static_cast<GLint>(flx);
GLint y = static_cast<GLint>(fly);
for (size_t i = 0; i < 6; i += 2)
{
GLint fx = kFillCoords[i];
GLint fy = kFillCoords[i + 1];
EXPECT_TRUE(CheckPixels(x + fx, y + fy, 1, 1, 0, kBlue));
}
}
void verifyTestPatternBg(GLfloat fx, GLfloat fy)
{
static const GLint kBackgroundCoords[] = {80, 80, 20, 20, 90, 1};
static const angle::GLColor kExpectedColor = {0, 0, 0, 0};
GLint x = static_cast<GLint>(fx);
GLint y = static_cast<GLint>(fy);
for (size_t i = 0; i < 6; i += 2)
{
GLint bx = kBackgroundCoords[i];
GLint by = kBackgroundCoords[i + 1];
EXPECT_TRUE(CheckPixels(x + bx, y + by, 1, 1, 0, kExpectedColor));
}
}
void verifyTestPatternStroke(GLfloat fx, GLfloat fy)
{
GLint x = static_cast<GLint>(fx);
GLint y = static_cast<GLint>(fy);
// Inside the stroke we should have green.
static const angle::GLColor kGreen = {0, 255, 0, 255};
EXPECT_TRUE(CheckPixels(x + 50, y + 53, 1, 1, 0, kGreen));
EXPECT_TRUE(CheckPixels(x + 26, y + 76, 1, 1, 0, kGreen));
// Outside the path we should have black.
static const angle::GLColor black = {0, 0, 0, 0};
EXPECT_TRUE(CheckPixels(x + 10, y + 10, 1, 1, 0, black));
EXPECT_TRUE(CheckPixels(x + 80, y + 80, 1, 1, 0, black));
}
GLuint mColorLoc;
};
// Tests that basic path rendering functions work.
TEST_P(CHROMIUMPathRenderingDrawTest, TestPathRendering)
{
if (!isApplicable())
return;
static const float kBlue[] = {0.0f, 0.0f, 1.0f, 1.0f};
static const float kGreen[] = {0.0f, 1.0f, 0.0f, 1.0f};
setupStateForTestPattern();
GLuint path = glGenPathsCHROMIUM(1);
setupPathStateForTestPattern(path);
// Do the stencil fill, cover fill, stencil stroke, cover stroke
// in unconventional order:
// 1) stencil the stroke in stencil high bit
// 2) stencil the fill in low bits
// 3) cover the fill
// 4) cover the stroke
// This is done to check that glPathStencilFunc works, eg the mask
// goes through. Stencil func is not tested ATM, for simplicity.
glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0xFF);
glStencilStrokePathCHROMIUM(path, 0x80, 0x80);
glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0x7F);
glStencilFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F);
glStencilFunc(GL_LESS, 0, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glUniform4fv(mColorLoc, 1, kBlue);
glCoverFillPathCHROMIUM(path, GL_BOUNDING_BOX_CHROMIUM);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glUniform4fv(mColorLoc, 1, kGreen);
glCoverStrokePathCHROMIUM(path, GL_CONVEX_HULL_CHROMIUM);
glDeletePathsCHROMIUM(path, 1);
ASSERT_GL_NO_ERROR();
// Verify the image.
verifyTestPatternFill(0, 0);
verifyTestPatternBg(0, 0);
verifyTestPatternStroke(0, 0);
}
// Test that StencilThen{Stroke,Fill} path rendering functions work
TEST_P(CHROMIUMPathRenderingDrawTest, TestPathRenderingThenFunctions)
{
if (!isApplicable())
return;
static float kBlue[] = {0.0f, 0.0f, 1.0f, 1.0f};
static float kGreen[] = {0.0f, 1.0f, 0.0f, 1.0f};
setupStateForTestPattern();
GLuint path = glGenPathsCHROMIUM(1);
setupPathStateForTestPattern(path);
glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0xFF);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glUniform4fv(mColorLoc, 1, kGreen);
glStencilThenCoverStrokePathCHROMIUM(path, 0x80, 0x80, GL_BOUNDING_BOX_CHROMIUM);
glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0x7F);
glStencilFunc(GL_LESS, 0, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glUniform4fv(mColorLoc, 1, kBlue);
glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F, GL_CONVEX_HULL_CHROMIUM);
glDeletePathsCHROMIUM(path, 1);
// Verify the image.
verifyTestPatternFill(0, 0);
verifyTestPatternBg(0, 0);
verifyTestPatternStroke(0, 0);
}
// Tests that drawing with *Instanced functions work.
TEST_P(CHROMIUMPathRenderingDrawTest, TestPathRenderingInstanced)
{
if (!isApplicable())
return;
static const float kBlue[] = {0.0f, 0.0f, 1.0f, 1.0f};
static const float kGreen[] = {0.0f, 1.0f, 0.0f, 1.0f};
setupStateForTestPattern();
GLuint path = glGenPathsCHROMIUM(1);
setupPathStateForTestPattern(path);
const GLuint kPaths[] = {1, 1, 1, 1, 1};
const GLsizei kPathCount = 5;
const GLfloat kShapeSize = 80.0f;
static const GLfloat kTransforms[kPathCount * 12] = {
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, kShapeSize, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, kShapeSize * 2, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, kShapeSize, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, kShapeSize, kShapeSize, 0.0f};
// The test pattern is the same as in the simple draw case above,
// except that the path is drawn kPathCount times with different offsets.
glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0xFF);
glStencilStrokePathInstancedCHROMIUM(kPathCount, GL_UNSIGNED_INT, kPaths, path - 1, 0x80, 0x80,
GL_AFFINE_3D_CHROMIUM, kTransforms);
glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0x7F);
glUniform4fv(mColorLoc, 1, kBlue);
glStencilFillPathInstancedCHROMIUM(kPathCount, GL_UNSIGNED_INT, kPaths, path - 1,
GL_COUNT_UP_CHROMIUM, 0x7F, GL_AFFINE_3D_CHROMIUM,
kTransforms);
ASSERT_GL_NO_ERROR();
glStencilFunc(GL_LESS, 0, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glCoverFillPathInstancedCHROMIUM(kPathCount, GL_UNSIGNED_INT, kPaths, path - 1,
GL_BOUNDING_BOX_OF_BOUNDING_BOXES_CHROMIUM,
GL_AFFINE_3D_CHROMIUM, kTransforms);
ASSERT_GL_NO_ERROR();
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glUniform4fv(mColorLoc, 1, kGreen);
glCoverStrokePathInstancedCHROMIUM(kPathCount, GL_UNSIGNED_INT, kPaths, path - 1,
GL_BOUNDING_BOX_OF_BOUNDING_BOXES_CHROMIUM,
GL_AFFINE_3D_CHROMIUM, kTransforms);
ASSERT_GL_NO_ERROR();
glDeletePathsCHROMIUM(path, 1);
// Verify the image.
verifyTestPatternFill(0.0f, 0.0f);
verifyTestPatternBg(0.0f, 0.0f);
verifyTestPatternStroke(0.0f, 0.0f);
verifyTestPatternFill(kShapeSize, 0.0f);
verifyTestPatternBg(kShapeSize, 0.0f);
verifyTestPatternStroke(kShapeSize, 0.0f);
verifyTestPatternFill(kShapeSize * 2, 0.0f);
verifyTestPatternBg(kShapeSize * 2, 0.0f);
verifyTestPatternStroke(kShapeSize * 2, 0.0f);
verifyTestPatternFill(0.0f, kShapeSize);
verifyTestPatternBg(0.0f, kShapeSize);
verifyTestPatternStroke(0.0f, kShapeSize);
verifyTestPatternFill(kShapeSize, kShapeSize);
verifyTestPatternBg(kShapeSize, kShapeSize);
verifyTestPatternStroke(kShapeSize, kShapeSize);
}
// Test that instanced fill/stroke then cover functions work.
TEST_P(CHROMIUMPathRenderingDrawTest, TestPathRenderingThenFunctionsInstanced)
{
if (!isApplicable())
return;
static const float kBlue[] = {0.0f, 0.0f, 1.0f, 1.0f};
static const float kGreen[] = {0.0f, 1.0f, 0.0f, 1.0f};
setupStateForTestPattern();
GLuint path = glGenPathsCHROMIUM(1);
setupPathStateForTestPattern(path);
const GLuint kPaths[] = {1, 1, 1, 1, 1};
const GLsizei kPathCount = 5;
const GLfloat kShapeSize = 80.0f;
static const GLfloat kTransforms[] = {
0.0f, 0.0f, kShapeSize, 0.0f, kShapeSize * 2,
0.0f, 0.0f, kShapeSize, kShapeSize, kShapeSize,
};
glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0xFF);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glUniform4fv(mColorLoc, 1, kGreen);
glStencilThenCoverStrokePathInstancedCHROMIUM(
kPathCount, GL_UNSIGNED_INT, kPaths, path - 1, 0x80, 0x80,
GL_BOUNDING_BOX_OF_BOUNDING_BOXES_CHROMIUM, GL_TRANSLATE_2D_CHROMIUM, kTransforms);
ASSERT_GL_NO_ERROR();
glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0x7F);
glStencilFunc(GL_LESS, 0, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glUniform4fv(mColorLoc, 1, kBlue);
glStencilThenCoverFillPathInstancedCHROMIUM(
kPathCount, GL_UNSIGNED_INT, kPaths, path - 1, GL_COUNT_UP_CHROMIUM, 0x7F,
GL_BOUNDING_BOX_OF_BOUNDING_BOXES_CHROMIUM, GL_TRANSLATE_2D_CHROMIUM, kTransforms);
ASSERT_GL_NO_ERROR();
glDeletePathsCHROMIUM(path, 1);
// Verify the image.
verifyTestPatternFill(0.0f, 0.0f);
verifyTestPatternBg(0.0f, 0.0f);
verifyTestPatternStroke(0.0f, 0.0f);
verifyTestPatternFill(kShapeSize, 0.0f);
verifyTestPatternBg(kShapeSize, 0.0f);
verifyTestPatternStroke(kShapeSize, 0.0f);
verifyTestPatternFill(kShapeSize * 2, 0.0f);
verifyTestPatternBg(kShapeSize * 2, 0.0f);
verifyTestPatternStroke(kShapeSize * 2, 0.0f);
verifyTestPatternFill(0.0f, kShapeSize);
verifyTestPatternBg(0.0f, kShapeSize);
verifyTestPatternStroke(0.0f, kShapeSize);
verifyTestPatternFill(kShapeSize, kShapeSize);
verifyTestPatternBg(kShapeSize, kShapeSize);
verifyTestPatternStroke(kShapeSize, kShapeSize);
}
// This class implements a test that draws a grid of v-shapes. The grid is
// drawn so that even rows (from the bottom) are drawn with DrawArrays and odd
// rows are drawn with path rendering. It can be used to test various texturing
// modes, comparing how the fill would work in normal GL rendering and how to
// setup same sort of fill with path rendering.
// The texturing test is parametrized to run the test with and without
// ANGLE name hashing.
class CHROMIUMPathRenderingWithTexturingTest : public ANGLETest
{
protected:
CHROMIUMPathRenderingWithTexturingTest() : mProgram(0)
{
setWindowWidth(kResolution);
setWindowHeight(kResolution);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
bool isApplicable() const { return IsGLExtensionEnabled("GL_CHROMIUM_path_rendering"); }
void testTearDown() override
{
if (mProgram)
{
glDeleteProgram(mProgram);
ASSERT_GL_NO_ERROR();
}
}
// Sets up the GL program state for the test.
// Vertex shader needs at least following variables:
// uniform mat4 view_matrix;
// uniform mat? color_matrix; (accessible with kColorMatrixLocation)
// uniform vec2 model_translate;
// attribute vec2 position;
// varying vec4 color;
//
// Fragment shader needs at least following variables:
// varying vec4 color;
//
// (? can be anything)
void CompileProgram(const char *vertexShaderSource, const char *fragmentShaderSource)
{
glViewport(0, 0, kResolution, kResolution);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glStencilMask(0xffffffff);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ASSERT_GL_NO_ERROR();
GLuint vShader = CompileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLuint fShader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
ASSERT_NE(0u, vShader);
ASSERT_NE(0u, fShader);
mProgram = glCreateProgram();
glAttachShader(mProgram, vShader);
glAttachShader(mProgram, fShader);
glDeleteShader(vShader);
glDeleteShader(fShader);
ASSERT_GL_NO_ERROR();
}
void bindProgram()
{
glBindAttribLocation(mProgram, kPositionLocation, "position");
glBindUniformLocationCHROMIUM(mProgram, kViewMatrixLocation, "view_matrix");
glBindUniformLocationCHROMIUM(mProgram, kColorMatrixLocation, "color_matrix");
glBindUniformLocationCHROMIUM(mProgram, kModelTranslateLocation, "model_translate");
glBindFragmentInputLocationCHROMIUM(mProgram, kColorFragmentInputLocation, "color");
ASSERT_GL_NO_ERROR();
}
bool linkProgram()
{
glLinkProgram(mProgram);
GLint linked = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
if (linked)
{
glUseProgram(mProgram);
}
return (linked == 1);
}
void drawTestPattern()
{
// This v-shape is used both for DrawArrays and path rendering.
static const GLfloat kVertices[] = {75.0f, 75.0f, 50.0f, 25.5f, 50.0f, 50.0f, 25.0f, 75.0f};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(kVertices), kVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(kPositionLocation);
glVertexAttribPointer(kPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
// Setup state for drawing the shape with path rendering.
glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0x7F);
glStencilFunc(GL_LESS, 0, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glMatrixLoadfCHROMIUM(GL_PATH_PROJECTION_CHROMIUM, kProjectionMatrix);
glMatrixLoadIdentityCHROMIUM(GL_PATH_MODELVIEW_CHROMIUM);
static const GLubyte kCommands[] = {GL_MOVE_TO_CHROMIUM, GL_LINE_TO_CHROMIUM,
GL_LINE_TO_CHROMIUM, GL_LINE_TO_CHROMIUM,
GL_CLOSE_PATH_CHROMIUM};
static const GLfloat kCoords[] = {
kVertices[0], kVertices[1], kVertices[2], kVertices[3],
kVertices[6], kVertices[7], kVertices[4], kVertices[5],
};
GLuint path = glGenPathsCHROMIUM(1);
glPathCommandsCHROMIUM(path, static_cast<GLsizei>(ArraySize(kCommands)), kCommands,
static_cast<GLsizei>(ArraySize(kCoords)), GL_FLOAT, kCoords);
ASSERT_GL_NO_ERROR();
GLfloat path_model_translate[16] = {
1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
};
// Draws the shapes. Every even row from the bottom is drawn with
// DrawArrays, odd row with path rendering. The shader program is
// the same for the both draws.
for (int j = 0; j < kTestRows; ++j)
{
for (int i = 0; i < kTestColumns; ++i)
{
if (j % 2 == 0)
{
glDisable(GL_STENCIL_TEST);
glUniform2f(kModelTranslateLocation, static_cast<GLfloat>(i * kShapeWidth),
static_cast<GLfloat>(j * kShapeHeight));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
else
{
glEnable(GL_STENCIL_TEST);
path_model_translate[12] = static_cast<GLfloat>(i * kShapeWidth);
path_model_translate[13] = static_cast<GLfloat>(j * kShapeHeight);
glMatrixLoadfCHROMIUM(GL_PATH_MODELVIEW_CHROMIUM, path_model_translate);
glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F,
GL_BOUNDING_BOX_CHROMIUM);
}
}
}
ASSERT_GL_NO_ERROR();
glDisableVertexAttribArray(kPositionLocation);
glDeleteBuffers(1, &vbo);
glDeletePathsCHROMIUM(path, 1);
ASSERT_GL_NO_ERROR();
}
enum
{
kShapeWidth = 75,
kShapeHeight = 75,
kTestRows = kResolution / kShapeHeight,
kTestColumns = kResolution / kShapeWidth,
};
GLuint mProgram;
// This uniform be can set by the test. It should be used to set the color for
// drawing with DrawArrays.
static const GLint kColorMatrixLocation = 4;
// This fragment input can be set by the test. It should be used to set the
// color for drawing with path rendering.
static const GLint kColorFragmentInputLocation = 7;
static const GLint kModelTranslateLocation = 3;
static const GLint kPositionLocation = 0;
static const GLint kViewMatrixLocation = 7;
};
// Test success and error cases for binding fragment input location.
TEST_P(CHROMIUMPathRenderingWithTexturingTest, TestBindFragmentInputLocation)
{
if (!isApplicable())
return;
// original NV_path_rendering specification doesn't define whether the
// fragment shader input variables should be defined in the vertex shader or
// not. In fact it doesn't even require a vertex shader.
// However the GLES3.1 spec basically says that fragment inputs are
// either built-ins or come from the previous shader stage.
// (§ 14.1, Fragment Shader Variables).
// Additionally there are many places that are based on the assumption of having
// a vertex shader (command buffer, angle) so we're going to stick to the same
// semantics and require a vertex shader and to have the vertex shader define the
// varying fragment shader input.
// clang-format off
const char* kVertexShaderSource =
"varying vec4 color;\n"
"void main() {}\n";
const char* kFragmentShaderSource =
"precision mediump float;\n"
"varying vec4 color;\n"
"void main() {\n"
" gl_FragColor = vec4(1.0);\n"
"}\n";
// clang-format on
CompileProgram(kVertexShaderSource, kFragmentShaderSource);
enum kBindLocations
{
kColorLocation = 5,
kFragColorLocation = 6
};
// successful bind.
glBindFragmentInputLocationCHROMIUM(mProgram, kColorLocation, "color");
ASSERT_GL_NO_ERROR();
// any name can be bound and names that do not actually exist in the program after
// linking are ignored.
glBindFragmentInputLocationCHROMIUM(mProgram, kColorLocation, "doesnt_exist");
ASSERT_GL_NO_ERROR();
// illegal program
glBindFragmentInputLocationCHROMIUM(mProgram + 1, kColorLocation, "color");
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// illegal bind (built-in)
glBindFragmentInputLocationCHROMIUM(mProgram, kFragColorLocation, "gl_FragColor");
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBindFragmentInputLocationCHROMIUM(mProgram, kFragColorLocation, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glBindFragmentInputLocationCHROMIUM(mProgram, 0xffffff, "color");
EXPECT_GL_ERROR(GL_INVALID_VALUE);
ASSERT_TRUE(linkProgram() == true);
const GLfloat kCoefficients16[] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f,
9.0f, 10.0f, 11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f};
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorLocation, GL_EYE_LINEAR_CHROMIUM, 4,
kCoefficients16);
ASSERT_GL_NO_ERROR();
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, GL_EYE_LINEAR_CHROMIUM, 4, kCoefficients16);
ASSERT_GL_NO_ERROR();
}
// Test fragment input interpolation in CHROMIUM_EYE coordinates.
TEST_P(CHROMIUMPathRenderingWithTexturingTest, TestProgramPathFragmentInputGenCHROMIUM_EYE)
{
if (!isApplicable())
return;
// clang-format off
const char *kVertexShaderSource =
"uniform mat4 view_matrix;\n"
"uniform mat4 color_matrix;\n"
"uniform vec2 model_translate;\n"
"attribute vec2 position;\n"
"varying vec3 color;\n"
"void main() {\n"
" vec4 p = vec4(model_translate + position, 1.0, 1.0);\n"
" color = (color_matrix * p).rgb;\n"
" gl_Position = view_matrix * p;\n"
"}\n";
const char *kFragmentShaderSource =
"precision mediump float;\n"
"varying vec3 color;\n"
"void main() {\n"
" gl_FragColor = vec4(color, 1.0);\n"
"}\n";
// clang-format on
CompileProgram(kVertexShaderSource, kFragmentShaderSource);
bindProgram();
ASSERT_TRUE(linkProgram() == true);
glUniformMatrix4fv(kViewMatrixLocation, 1, GL_FALSE, kProjectionMatrix);
static const GLfloat kColorMatrix[16] = {1.0f / kResolution,
0.0f,
0.0f,
0.0f,
0.0f,
1.0f / kResolution,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f};
glUniformMatrix4fv(kColorMatrixLocation, 1, GL_FALSE, kColorMatrix);
// This is the functionality we are testing: ProgramPathFragmentInputGen
// does the same work as the color transform in vertex shader.
static const GLfloat kColorCoefficients[12] = {1.0f / kResolution,
0.0f,
0.0f,
0.0f,
0.0f,
1.0f / kResolution,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f};
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorFragmentInputLocation,
GL_EYE_LINEAR_CHROMIUM, 3, kColorCoefficients);
ASSERT_GL_NO_ERROR();
drawTestPattern();
const GLfloat kFillCoords[6] = {59.0f, 50.0f, 50.0f, 28.0f, 66.0f, 63.0f};
for (int j = 0; j < kTestRows; ++j)
{
for (int i = 0; i < kTestColumns; ++i)
{
for (size_t k = 0; k < ArraySize(kFillCoords); k += 2)
{
const float fx = kFillCoords[k];
const float fy = kFillCoords[k + 1];
const float px = static_cast<float>(i * kShapeWidth);
const float py = static_cast<float>(j * kShapeHeight);
angle::GLColor color;
color.R = static_cast<GLubyte>(std::roundf((px + fx) / kResolution * 255.0f));
color.G = static_cast<GLubyte>(std::roundf((py + fy) / kResolution * 255.0f));
color.B = 0;
color.A = 255;
CheckPixels(static_cast<GLint>(px + fx), static_cast<GLint>(py + fy), 1, 1, 2,
color);
}
}
}
}
// Test fragment input interpolation in CHROMIUM_OBJECT coordinates.
TEST_P(CHROMIUMPathRenderingWithTexturingTest, TestProgramPathFragmentInputGenCHROMIUM_OBJECT)
{
if (!isApplicable())
return;
// clang-format off
const char *kVertexShaderSource =
"uniform mat4 view_matrix;\n"
"uniform mat4 color_matrix;\n"
"uniform vec2 model_translate;\n"
"attribute vec2 position;\n"
"varying vec3 color;\n"
"void main() {\n"
" color = (color_matrix * vec4(position, 1.0, 1.0)).rgb;\n"
" vec4 p = vec4(model_translate + position, 1.0, 1.0);\n"
" gl_Position = view_matrix * p;\n"
"}";
const char *kFragmentShaderSource =
"precision mediump float;\n"
"varying vec3 color;\n"
"void main() {\n"
" gl_FragColor = vec4(color.rgb, 1.0);\n"
"}";
// clang-format on
CompileProgram(kVertexShaderSource, kFragmentShaderSource);
bindProgram();
ASSERT_TRUE(linkProgram() == true);
glUniformMatrix4fv(kViewMatrixLocation, 1, GL_FALSE, kProjectionMatrix);
static const GLfloat kColorMatrix[16] = {1.0f / kShapeWidth,
0.0f,
0.0f,
0.0f,
0.0f,
1.0f / kShapeHeight,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f};
glUniformMatrix4fv(kColorMatrixLocation, 1, GL_FALSE, kColorMatrix);
// This is the functionality we are testing: ProgramPathFragmentInputGen
// does the same work as the color transform in vertex shader.
static const GLfloat kColorCoefficients[9] = {
1.0f / kShapeWidth, 0.0f, 0.0f, 0.0f, 1.0f / kShapeHeight, 0.0f, 0.0f, 0.0f, 0.0f};
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorFragmentInputLocation,
GL_OBJECT_LINEAR_CHROMIUM, 3, kColorCoefficients);
ASSERT_GL_NO_ERROR();
drawTestPattern();
const GLfloat kFillCoords[6] = {59.0f, 50.0f, 50.0f, 28.0f, 66.0f, 63.0f};
for (int j = 0; j < kTestRows; ++j)
{
for (int i = 0; i < kTestColumns; ++i)
{
for (size_t k = 0; k < ArraySize(kFillCoords); k += 2)
{
const float fx = kFillCoords[k];
const float fy = kFillCoords[k + 1];
const float px = static_cast<float>(i * kShapeWidth);
const float py = static_cast<float>(j * kShapeHeight);
angle::GLColor color;
color.R = static_cast<GLubyte>(std::roundf(fx / kShapeWidth * 255.0f));
color.G = static_cast<GLubyte>(std::roundf(fy / kShapeHeight * 255.0f));
color.B = 0;
color.A = 255;
CheckPixels(static_cast<GLint>(px + fx), static_cast<GLint>(py + fy), 1, 1, 2,
color);
}
}
}
}
// Test success and error cases for setting interpolation parameters.
TEST_P(CHROMIUMPathRenderingWithTexturingTest, TestProgramPathFragmentInputGenArgs)
{
if (!isApplicable())
return;
// clang-format off
const char *kVertexShaderSource =
"varying vec2 vec2_var;\n"
"varying vec3 vec3_var;\n"
"varying vec4 vec4_var;\n"
"varying float float_var;\n"
"varying mat2 mat2_var;\n"
"varying mat3 mat3_var;\n"
"varying mat4 mat4_var;\n"
"attribute float avoid_opt;\n"
"void main() {\n"
" vec2_var = vec2(1.0, 2.0 + avoid_opt);\n"
" vec3_var = vec3(1.0, 2.0, 3.0 + avoid_opt);\n"
" vec4_var = vec4(1.0, 2.0, 3.0, 4.0 + avoid_opt);\n"
" float_var = 5.0 + avoid_opt;\n"
" mat2_var = mat2(2.0 + avoid_opt);\n"
" mat3_var = mat3(3.0 + avoid_opt);\n"
" mat4_var = mat4(4.0 + avoid_opt);\n"
" gl_Position = vec4(1.0);\n"
"}";
const char* kFragmentShaderSource =
"precision mediump float;\n"
"varying vec2 vec2_var;\n"
"varying vec3 vec3_var;\n"
"varying vec4 vec4_var;\n"
"varying float float_var;\n"
"varying mat2 mat2_var;\n"
"varying mat3 mat3_var;\n"
"varying mat4 mat4_var;\n"
"void main() {\n"
" gl_FragColor = vec4(vec2_var, 0, 0) + vec4(vec3_var, 0) + vec4_var + "
" vec4(float_var) + "
" vec4(mat2_var[0][0], mat3_var[1][1], mat4_var[2][2], 1);\n"
"}";
// clang-format on
enum
{
kVec2Location = 0,
kVec3Location,
kVec4Location,
kFloatLocation,
kMat2Location,
kMat3Location,
kMat4Location,
};
struct
{
GLint location;
const char *name;
GLint components;
} variables[] = {
{kVec2Location, "vec2_var", 2},
{kVec3Location, "vec3_var", 3},
{kVec4Location, "vec4_var", 4},
{kFloatLocation, "float_var", 1},
// If a varying is not single-precision floating-point scalar or
// vector, it always causes an invalid operation.
{kMat2Location, "mat2_var", -1},
{kMat3Location, "mat3_var", -1},
{kMat4Location, "mat4_var", -1},
};
CompileProgram(kVertexShaderSource, kFragmentShaderSource);
for (size_t i = 0; i < ArraySize(variables); ++i)
{
glBindFragmentInputLocationCHROMIUM(mProgram, variables[i].location, variables[i].name);
}
// test that using invalid (not linked) program is an invalid operation.
// See similar calls at the end of the test for discussion about the arguments.
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, GL_NONE, 0, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
ASSERT_TRUE(linkProgram() == true);
const GLfloat kCoefficients16[] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f,
9.0f, 10.0f, 11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f};
const GLenum kGenModes[] = {GL_NONE, GL_EYE_LINEAR_CHROMIUM, GL_OBJECT_LINEAR_CHROMIUM,
GL_CONSTANT_CHROMIUM};
for (size_t variable = 0; variable < ArraySize(variables); ++variable)
{
for (GLint components = 0; components <= 4; ++components)
{
for (size_t genmode = 0; genmode < ArraySize(kGenModes); ++genmode)
{
glProgramPathFragmentInputGenCHROMIUM(mProgram, variables[variable].location,
kGenModes[genmode], components,
kCoefficients16);
if (components == 0 && kGenModes[genmode] == GL_NONE)
{
if (variables[variable].components == -1)
{
// Clearing a fragment input that is not single-precision floating
// point scalar or vector is an invalid operation.
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
else
{
// Clearing a valid fragment input is ok.
ASSERT_GL_NO_ERROR();
}
}
else if (components == 0 || kGenModes[genmode] == GL_NONE)
{
ASSERT_GL_ERROR(GL_INVALID_VALUE);
}
else
{
if (components == variables[variable].components)
{
// Setting a generator for a single-precision floating point
// scalar or vector fragment input is ok.
ASSERT_GL_NO_ERROR();
}
else
{
// Setting a generator when components do not match is an invalid operation.
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
}
}
}
}
enum
{
kValidGenMode = GL_CONSTANT_CHROMIUM,
kValidComponents = 3,
kInvalidGenMode = 0xAB,
kInvalidComponents = 5,
};
// The location == -1 would mean fragment input was optimized away. At the
// time of writing, -1 can not happen because the only way to obtain the
// location numbers is through bind. Test just to be consistent.
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kValidGenMode, kValidComponents,
kCoefficients16);
ASSERT_GL_NO_ERROR();
// Test that even though the spec says location == -1 causes the operation to
// be skipped, the verification of other parameters is still done. This is a
// GL policy.
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kInvalidGenMode, kValidComponents,
kCoefficients16);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kInvalidGenMode, kInvalidComponents,
kCoefficients16);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kValidGenMode, kInvalidComponents,
kCoefficients16);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glDeleteProgram(mProgram);
// Test that using invalid (deleted) program is an invalid operation.
EXPECT_GL_TRUE(glIsProgram(mProgram));
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kValidGenMode, kValidComponents,
kCoefficients16);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kInvalidGenMode, kValidComponents,
kCoefficients16);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kInvalidGenMode, kInvalidComponents,
kCoefficients16);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kValidGenMode, kInvalidComponents,
kCoefficients16);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
mProgram = 0u;
}
// Test that having input statically aliased fragment inputs the linking fails
// and then succeeds when the conflict is resolved.
TEST_P(CHROMIUMPathRenderingWithTexturingTest, TestConflictingBind)
{
if (!isApplicable())
return;
// clang-format off
const char* kVertexShaderSource =
"attribute vec4 position;\n"
"varying vec4 colorA;\n"
"varying vec4 colorB;\n"
"void main() {\n"
" gl_Position = position;\n"
" colorA = position + vec4(1);\n"
" colorB = position + vec4(2);\n"
"}";
const char* kFragmentShaderSource =
"precision mediump float;\n"
"varying vec4 colorA;\n"
"varying vec4 colorB;\n"
"void main() {\n"
" gl_FragColor = colorA + colorB;\n"
"}";
// clang-format on
const GLint kColorALocation = 3;
const GLint kColorBLocation = 4;
CompileProgram(kVertexShaderSource, kFragmentShaderSource);
glBindFragmentInputLocationCHROMIUM(mProgram, kColorALocation, "colorA");
// Bind colorB to location a, causing conflicts. Linking should fail.
glBindFragmentInputLocationCHROMIUM(mProgram, kColorALocation, "colorB");
// Should fail now.
ASSERT_TRUE(linkProgram() == false);
ASSERT_GL_NO_ERROR();
// Resolve the bind conflict.
glBindFragmentInputLocationCHROMIUM(mProgram, kColorBLocation, "colorB");
ASSERT_TRUE(linkProgram() == true);
ASSERT_GL_NO_ERROR();
}
// Test binding with array variables, using zero indices. Tests that
// binding colorA[0] with explicit "colorA[0]" as well as "colorA" produces
// a correct location that can be used with PathProgramFragmentInputGen.
// For path rendering, colorA[0] is bound to a location. The input generator for
// the location is set to produce vec4(0, 0.1, 0, 0.1).
// The default varying, color, is bound to a location and its generator
// will produce vec4(10.0). The shader program produces green pixels.
// For vertex-based rendering, the vertex shader produces the same effect as
// the input generator for path rendering.
TEST_P(CHROMIUMPathRenderingWithTexturingTest, BindFragmentInputArray)
{
if (!isApplicable())
return;
//clang-format off
const char *kVertexShaderSource =
"uniform mat4 view_matrix;\n"
"uniform mat4 color_matrix;\n"
"uniform vec2 model_translate;\n"
"attribute vec2 position;\n"
"varying vec4 color;\n"
"varying vec4 colorA[4];\n"
"void main() {\n"
" vec4 p = vec4(model_translate + position, 1, 1);\n"
" gl_Position = view_matrix * p;\n"
" colorA[0] = vec4(0.0, 0.1, 0, 0.1);\n"
" colorA[1] = vec4(0.2);\n"
" colorA[2] = vec4(0.3);\n"
" colorA[3] = vec4(0.4);\n"
" color = vec4(10.0);\n"
"}";
const char *kFragmentShaderSource =
"precision mediump float;\n"
"varying vec4 color;\n"
"varying vec4 colorA[4];\n"
"void main() {\n"
" gl_FragColor = colorA[0] * color;\n"
"}";
// clang-format on
const GLint kColorA0Location = 4;
const GLint kUnusedLocation = 5;
const GLfloat kColorA0[] = {0.0f, 0.1f, 0.0f, 0.1f};
const GLfloat kColor[] = {10.0f, 10.0f, 10.0f, 10.0f};
const GLfloat kFillCoords[6] = {59.0f, 50.0f, 50.0f, 28.0f, 66.0f, 63.0f};
for (int pass = 0; pass < 2; ++pass)
{
CompileProgram(kVertexShaderSource, kFragmentShaderSource);
if (pass == 0)
{
glBindFragmentInputLocationCHROMIUM(mProgram, kUnusedLocation, "colorA[0]");
glBindFragmentInputLocationCHROMIUM(mProgram, kColorA0Location, "colorA");
}
else
{
glBindFragmentInputLocationCHROMIUM(mProgram, kUnusedLocation, "colorA");
glBindFragmentInputLocationCHROMIUM(mProgram, kColorA0Location, "colorA[0]");
}
bindProgram();
ASSERT_TRUE(linkProgram() == true);
glUniformMatrix4fv(kViewMatrixLocation, 1, GL_FALSE, kProjectionMatrix);
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorA0Location, GL_CONSTANT_CHROMIUM, 4,
kColorA0);
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorFragmentInputLocation,
GL_CONSTANT_CHROMIUM, 4, kColor);
ASSERT_GL_NO_ERROR();
drawTestPattern();
for (int j = 0; j < kTestRows; ++j)
{
for (int i = 0; i < kTestColumns; ++i)
{
for (size_t k = 0; k < ArraySize(kFillCoords); k += 2)
{
const float fx = kFillCoords[k];
const float fy = kFillCoords[k + 1];
const float px = static_cast<float>(i * kShapeWidth);
const float py = static_cast<float>(j * kShapeHeight);
angle::GLColor color;
color.R = 0;
color.G = 255;
color.B = 0;
color.A = 255;
CheckPixels(static_cast<GLint>(px + fx), static_cast<GLint>(py + fy), 1, 1, 2,
color);
}
}
}
}
}
// Test binding array variables. This is like BindFragmentInputArray.
// Currently disabled since it seems there's a driver bug with the
// older drivers. This should work with driver >= 364.12
TEST_P(CHROMIUMPathRenderingWithTexturingTest, DISABLED_BindFragmentInputArrayNonZeroIndex)
{
if (!isApplicable())
return;
// clang-format off
const char* kVertexShaderSource =
"uniform mat4 view_matrix;\n"
"uniform mat4 color_matrix;\n"
"uniform vec2 model_translate;\n"
"attribute vec2 position;\n"
"varying vec4 color;\n"
"varying vec4 colorA[4];\n"
"void main() {\n"
" vec4 p = vec4(model_translate + position, 1, 1);\n"
" gl_Position = view_matrix * p;\n"
" colorA[0] = vec4(0, 0.1, 0, 0.1);\n"
" colorA[1] = vec4(0, 1, 0, 1);\n"
" colorA[2] = vec4(0, 0.8, 0, 0.8);\n"
" colorA[3] = vec4(0, 0.5, 0, 0.5);\n"
" color = vec4(0.2);\n"
"}\n";
const char* kFragmentShaderSource =
"precision mediump float;\n"
"varying vec4 colorA[4];\n"
"varying vec4 color;\n"
"void main() {\n"
" gl_FragColor = (colorA[0] * colorA[1]) +\n"
" colorA[2] + (colorA[3] * color);\n"
"}\n";
// clang-format on
const GLint kColorA0Location = 4;
const GLint kColorA1Location = 1;
const GLint kColorA2Location = 2;
const GLint kColorA3Location = 3;
const GLint kUnusedLocation = 5;
const GLfloat kColorA0[] = {0.0f, 0.1f, 0.0f, 0.1f};
const GLfloat kColorA1[] = {0.0f, 1.0f, 0.0f, 1.0f};
const GLfloat kColorA2[] = {0.0f, 0.8f, 0.0f, 0.8f};
const GLfloat kColorA3[] = {0.0f, 0.5f, 0.0f, 0.5f};
const GLfloat kColor[] = {0.2f, 0.2f, 0.2f, 0.2f};
const GLfloat kFillCoords[6] = {59.0f, 50.0f, 50.0f, 28.0f, 66.0f, 63.0f};
CompileProgram(kVertexShaderSource, kFragmentShaderSource);
glBindFragmentInputLocationCHROMIUM(mProgram, kUnusedLocation, "colorA[0]");
glBindFragmentInputLocationCHROMIUM(mProgram, kColorA1Location, "colorA[1]");
glBindFragmentInputLocationCHROMIUM(mProgram, kColorA2Location, "colorA[2]");
glBindFragmentInputLocationCHROMIUM(mProgram, kColorA3Location, "colorA[3]");
glBindFragmentInputLocationCHROMIUM(mProgram, kColorA0Location, "colorA");
ASSERT_GL_NO_ERROR();
bindProgram();
ASSERT_TRUE(linkProgram() == true);
glUniformMatrix4fv(kViewMatrixLocation, 1, GL_FALSE, kProjectionMatrix);
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorA0Location, GL_CONSTANT_CHROMIUM, 4,
kColorA0);
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorA1Location, GL_CONSTANT_CHROMIUM, 4,
kColorA1);
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorA2Location, GL_CONSTANT_CHROMIUM, 4,
kColorA2);
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorA3Location, GL_CONSTANT_CHROMIUM, 4,
kColorA3);
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorFragmentInputLocation,
GL_CONSTANT_CHROMIUM, 4, kColor);
ASSERT_GL_NO_ERROR();
drawTestPattern();
for (int j = 0; j < kTestRows; ++j)
{
for (int i = 0; i < kTestColumns; ++i)
{
for (size_t k = 0; k < ArraySize(kFillCoords); k += 2)
{
const float fx = kFillCoords[k];
const float fy = kFillCoords[k + 1];
const float px = static_cast<float>(i * kShapeWidth);
const float py = static_cast<float>(j * kShapeHeight);
angle::GLColor color;
color.R = 0;
color.G = 255;
color.B = 0;
color.A = 255;
CheckPixels(static_cast<GLint>(px + fx), static_cast<GLint>(py + fy), 1, 1, 2,
color);
}
}
}
}
TEST_P(CHROMIUMPathRenderingWithTexturingTest, UnusedFragmentInputUpdate)
{
if (!isApplicable())
return;
// clang-format off
const char* kVertexShaderString =
"attribute vec4 a_position;\n"
"void main() {\n"
" gl_Position = a_position;\n"
"}";
const char* kFragmentShaderString =
"precision mediump float;\n"
"uniform vec4 u_colorA;\n"
"uniform float u_colorU;\n"
"uniform vec4 u_colorC;\n"
"void main() {\n"
" gl_FragColor = u_colorA + u_colorC;\n"
"}";
// clang-format on
const GLint kColorULocation = 1;
const GLint kNonexistingLocation = 5;
const GLint kUnboundLocation = 6;
CompileProgram(kVertexShaderString, kFragmentShaderString);
glBindFragmentInputLocationCHROMIUM(mProgram, kColorULocation, "u_colorU");
// The non-existing input should behave like existing but optimized away input.
glBindFragmentInputLocationCHROMIUM(mProgram, kNonexistingLocation, "nonexisting");
// Let A and C be assigned automatic locations.
ASSERT_TRUE(linkProgram() == true);
const GLfloat kColor[16] = {};
// No errors on bound locations, since caller does not know
// if the driver optimizes them away or not.
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorULocation, GL_CONSTANT_CHROMIUM, 1,
kColor);
ASSERT_GL_NO_ERROR();
// No errors on bound locations of names that do not exist
// in the shader. Otherwise it would be inconsistent wrt the
// optimization case.
glProgramPathFragmentInputGenCHROMIUM(mProgram, kNonexistingLocation, GL_CONSTANT_CHROMIUM, 1,
kColor);
ASSERT_GL_NO_ERROR();
// The above are equal to updating -1.
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, GL_CONSTANT_CHROMIUM, 1, kColor);
ASSERT_GL_NO_ERROR();
// No errors when updating with other type either.
// The type can not be known with the non-existing case.
glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorULocation, GL_CONSTANT_CHROMIUM, 4,
kColor);
ASSERT_GL_NO_ERROR();
glProgramPathFragmentInputGenCHROMIUM(mProgram, kNonexistingLocation, GL_CONSTANT_CHROMIUM, 4,
kColor);
ASSERT_GL_NO_ERROR();
glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, GL_CONSTANT_CHROMIUM, 4, kColor);
ASSERT_GL_NO_ERROR();
// Updating an unbound, non-existing location still causes an error.
glProgramPathFragmentInputGenCHROMIUM(mProgram, kUnboundLocation, GL_CONSTANT_CHROMIUM, 4,
kColor);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
} // namespace
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(CHROMIUMPathRenderingTest);
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(CHROMIUMPathRenderingDrawTest);
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(CHROMIUMPathRenderingWithTexturingTest);