blob: 2eca4c81277ae3b0d1ce7e7f7b7551dafe1500c3 [file] [log] [blame]
//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// SimpleOperationTest:
// Basic GL commands such as linking a program, initializing a buffer, etc.
#include "test_utils/ANGLETest.h"
#include <vector>
#include "random_utils.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
constexpr char kBasicVertexShader[] =
R"(attribute vec3 position;
void main()
{
gl_Position = vec4(position, 1);
})";
constexpr char kGreenFragmentShader[] =
R"(void main()
{
gl_FragColor = vec4(0, 1, 0, 1);
})";
class SimpleOperationTest : public ANGLETest
{
protected:
SimpleOperationTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void verifyBuffer(const std::vector<uint8_t> &data, GLenum binding);
};
void SimpleOperationTest::verifyBuffer(const std::vector<uint8_t> &data, GLenum binding)
{
if (!extensionEnabled("GL_EXT_map_buffer_range"))
{
return;
}
uint8_t *mapPointer =
static_cast<uint8_t *>(glMapBufferRangeEXT(GL_ARRAY_BUFFER, 0, 1024, GL_MAP_READ_BIT));
ASSERT_GL_NO_ERROR();
std::vector<uint8_t> readbackData(data.size());
memcpy(readbackData.data(), mapPointer, data.size());
glUnmapBufferOES(GL_ARRAY_BUFFER);
EXPECT_EQ(data, readbackData);
}
// Validates if culling rasterization states work. Simply draws a quad with
// cull face enabled and make sure we still render correctly.
TEST_P(SimpleOperationTest, CullFaceEnabledState)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_CULL_FACE);
drawQuad(program.get(), "position", 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Validates if culling rasterization states work. Simply draws a quad with
// cull face enabled with cullface front and make sure the face have not been rendered.
TEST_P(SimpleOperationTest, CullFaceFrontEnabledState)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_CULL_FACE);
// Should make the quad disappear since we draw it front facing.
glCullFace(GL_FRONT);
drawQuad(program.get(), "position", 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
}
// Validates if blending render states work. Simply draws twice and verify the color have been
// added in the final output.
TEST_P(SimpleOperationTest, BlendingRenderState)
{
// The precision when blending isn't perfect and some tests fail with a color of 254 instead
// of 255 on the green component. This is why we need 0.51 green instead of .5
constexpr char halfGreenFragmentShader[] =
R"(void main()
{
gl_FragColor = vec4(0, 0.51, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kBasicVertexShader, halfGreenFragmentShader);
glUseProgram(program);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
auto vertices = GetQuadVertices();
const GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
// Drawing a quad once will give 0.51 green, but if we enable blending
// with additive function we should end up with full green of 1.0 with
// a clamping func of 1.0.
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vertices.size()));
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vertices.size()));
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
TEST_P(SimpleOperationTest, CompileVertexShader)
{
GLuint shader = CompileShader(GL_VERTEX_SHADER, kBasicVertexShader);
EXPECT_NE(shader, 0u);
glDeleteShader(shader);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, CompileFragmentShaderSingleVaryingInput)
{
const std::string source =
R"(precision mediump float;
varying vec4 v_input;
void main()
{
gl_FragColor = v_input;
})";
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
EXPECT_NE(shader, 0u);
glDeleteShader(shader);
ASSERT_GL_NO_ERROR();
}
// Covers a simple bug in Vulkan to do with dependencies between the Surface and the default
// Framebuffer.
TEST_P(SimpleOperationTest, ClearAndSwap)
{
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
swapBuffers();
// Can't check the pixel result after the swap, and checking the pixel result affects the
// behaviour of the test on the Vulkan back-end, so don't bother checking correctness.
ASSERT_GL_NO_ERROR();
EXPECT_EGL_SUCCESS();
}
// Simple case of setting a scissor, enabled or disabled.
TEST_P(SimpleOperationTest, ScissorTest)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(getWindowWidth() / 4, getWindowHeight() / 4, getWindowWidth() / 2,
getWindowHeight() / 2);
// Fill the whole screen with a quad.
drawQuad(program.get(), "position", 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Test outside the scissor test, pitch black.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
// Test inside, green of the fragment shader.
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
}
TEST_P(SimpleOperationTest, LinkProgramShadersNoInputs)
{
const std::string vsSource =
R"(void main()
{
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
})";
const std::string fsSource =
R"(void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
})";
const GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
glDeleteProgram(program);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgramWithUniforms)
{
const std::string vsSource =
R"(void main()
{
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
})";
const std::string fsSource =
R"(precision mediump float;
uniform vec4 u_input;
void main()
{
gl_FragColor = u_input;
})";
const GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
const GLint uniformLoc = glGetUniformLocation(program, "u_input");
EXPECT_NE(-1, uniformLoc);
glDeleteProgram(program);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgramWithAttributes)
{
const std::string vsSource =
R"(attribute vec4 a_input;
void main()
{
gl_Position = a_input;
})";
const GLuint program = CompileProgram(vsSource, kGreenFragmentShader);
EXPECT_NE(program, 0u);
const GLint attribLoc = glGetAttribLocation(program, "a_input");
EXPECT_NE(-1, attribLoc);
glDeleteProgram(program);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferDataWithData)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
std::vector<uint8_t> data(1024);
FillVectorWithRandomUBytes(&data);
glBufferData(GL_ARRAY_BUFFER, data.size(), &data[0], GL_STATIC_DRAW);
verifyBuffer(data, GL_ARRAY_BUFFER);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferDataWithNoData)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferSubData)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
constexpr size_t bufferSize = 1024;
std::vector<uint8_t> data(bufferSize);
FillVectorWithRandomUBytes(&data);
glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
constexpr size_t subDataCount = 16;
constexpr size_t sliceSize = bufferSize / subDataCount;
for (size_t i = 0; i < subDataCount; i++)
{
size_t offset = i * sliceSize;
glBufferSubData(GL_ARRAY_BUFFER, offset, sliceSize, &data[offset]);
}
verifyBuffer(data, GL_ARRAY_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Simple quad test.
TEST_P(SimpleOperationTest, DrawQuad)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Simple quad test with data in client memory, not vertex buffer.
TEST_P(SimpleOperationTest, DrawQuadFromClientMemory)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawQuad(program.get(), "position", 0.5f, 1.0f, false);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Simple double quad test.
TEST_P(SimpleOperationTest, DrawQuadTwice)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Simple line test.
TEST_P(SimpleOperationTest, DrawLine)
{
// We assume in the test the width and height are equal and we are tracing
// the line from bottom left to top right. Verify that all pixels along that line
// have been traced with green.
ASSERT_EQ(getWindowWidth(), getWindowHeight());
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}};
const GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(vertices.size()));
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
for (auto x = 0; x < getWindowWidth(); x++)
{
EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green);
}
}
// Simple line strip test.
TEST_P(SimpleOperationTest, DrawLineStrip)
{
// We assume in the test the width and height are equal and we are tracing
// the line from bottom left to center, then from center to bottom right.
// Verify that all pixels along these lines have been traced with green.
ASSERT_EQ(getWindowWidth(), getWindowHeight());
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
auto vertices =
std::vector<Vector3>{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {1.0f, -1.0f, 0.0f}};
const GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(vertices.size()));
ASSERT_GL_NO_ERROR();
const auto centerX = getWindowWidth() / 2;
const auto centerY = getWindowHeight() / 2;
for (auto x = 0; x < centerX; x++)
{
EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green);
}
for (auto x = centerX, y = centerY - 1; x < getWindowWidth() && y >= 0; x++, y--)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green);
}
}
// Simple triangle fans test.
TEST_P(SimpleOperationTest, DrawTriangleFan)
{
// We assume in the test the width and height are equal and we are tracing
// 2 triangles to cover half the surface like this:
ASSERT_EQ(getWindowWidth(), getWindowHeight());
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
auto vertices = std::vector<Vector3>{
{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}};
const GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_FAN, 0, static_cast<GLsizei>(vertices.size()));
glDisableVertexAttribArray(positionLocation);
EXPECT_GL_NO_ERROR();
// Check 4 lines accross de triangles to make sure we filled it.
// Don't check every pixel as it would slow down our tests.
for (auto x = 0; x < getWindowWidth(); x++)
{
EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green);
}
for (auto x = getWindowWidth() / 3, y = 0; x < getWindowWidth(); x++, y++)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green);
}
for (auto x = getWindowWidth() / 2, y = 0; x < getWindowWidth(); x++, y++)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green);
}
for (auto x = (getWindowWidth() / 4) * 3, y = 0; x < getWindowWidth(); x++, y++)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green);
}
}
// Simple repeated draw and swap test.
TEST_P(SimpleOperationTest, DrawQuadAndSwap)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
for (int i = 0; i < 8; ++i)
{
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
swapBuffers();
}
ASSERT_GL_NO_ERROR();
}
// Simple indexed quad test.
TEST_P(SimpleOperationTest, DrawIndexedQuad)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawIndexedQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Simple repeated indexed draw and swap test.
TEST_P(SimpleOperationTest, DrawIndexedQuadAndSwap)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
for (int i = 0; i < 8; ++i)
{
drawIndexedQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
swapBuffers();
}
ASSERT_GL_NO_ERROR();
}
// Draw with a fragment uniform.
TEST_P(SimpleOperationTest, DrawQuadWithFragmentUniform)
{
const std::string &fragmentShader =
"uniform mediump vec4 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = color;\n"
"}";
ANGLE_GL_PROGRAM(program, kBasicVertexShader, fragmentShader);
GLint location = glGetUniformLocation(program, "color");
ASSERT_NE(-1, location);
glUseProgram(program);
glUniform4f(location, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Draw with a vertex uniform.
TEST_P(SimpleOperationTest, DrawQuadWithVertexUniform)
{
const std::string &vertexShader =
"attribute vec3 position;\n"
"uniform vec4 color;\n"
"varying vec4 vcolor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 1);\n"
" vcolor = color;\n"
"}";
const std::string &fragmentShader =
"varying mediump vec4 vcolor;\n"
"void main()\n"
"{\n"
" gl_FragColor = vcolor;\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
const GLint location = glGetUniformLocation(program, "color");
ASSERT_NE(-1, location);
glUseProgram(program);
glUniform4f(location, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Draw with two uniforms.
TEST_P(SimpleOperationTest, DrawQuadWithTwoUniforms)
{
const std::string &vertexShader =
"attribute vec3 position;\n"
"uniform vec4 color1;\n"
"varying vec4 vcolor1;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 1);\n"
" vcolor1 = color1;\n"
"}";
const std::string &fragmentShader =
"uniform mediump vec4 color2;\n"
"varying mediump vec4 vcolor1;\n"
"void main()\n"
"{\n"
" gl_FragColor = vcolor1 + color2;\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
const GLint location1 = glGetUniformLocation(program, "color1");
ASSERT_NE(-1, location1);
const GLint location2 = glGetUniformLocation(program, "color2");
ASSERT_NE(-1, location2);
glUseProgram(program);
glUniform4f(location1, 0.0f, 1.0f, 0.0f, 1.0f);
glUniform4f(location2, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
}
// Tests a shader program with more than one vertex attribute, with vertex buffers.
TEST_P(SimpleOperationTest, ThreeVertexAttributes)
{
const std::string vertexShader =
R"(attribute vec2 position;
attribute vec4 color1;
attribute vec4 color2;
varying vec4 color;
void main()
{
gl_Position = vec4(position, 0, 1);
color = color1 + color2;
})";
const std::string fragmentShader =
R"(precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = color;
}
)";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
glUseProgram(program);
const GLint color1Loc = glGetAttribLocation(program, "color1");
const GLint color2Loc = glGetAttribLocation(program, "color2");
ASSERT_NE(-1, color1Loc);
ASSERT_NE(-1, color2Loc);
const auto &indices = GetQuadIndices();
// Make colored corners with red == x or 1 -x , and green = y or 1 - y.
std::array<GLColor, 4> baseColors1 = {
{GLColor::black, GLColor::red, GLColor::green, GLColor::yellow}};
std::array<GLColor, 4> baseColors2 = {
{GLColor::yellow, GLColor::green, GLColor::red, GLColor::black}};
std::vector<GLColor> colors1;
std::vector<GLColor> colors2;
for (GLushort index : indices)
{
colors1.push_back(baseColors1[index]);
colors2.push_back(baseColors2[index]);
}
GLBuffer color1Buffer;
glBindBuffer(GL_ARRAY_BUFFER, color1Buffer);
glBufferData(GL_ARRAY_BUFFER, colors1.size() * sizeof(GLColor), colors1.data(), GL_STATIC_DRAW);
glVertexAttribPointer(color1Loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(color1Loc);
GLBuffer color2Buffer;
glBindBuffer(GL_ARRAY_BUFFER, color2Buffer);
glBufferData(GL_ARRAY_BUFFER, colors2.size() * sizeof(GLColor), colors2.data(), GL_STATIC_DRAW);
glVertexAttribPointer(color2Loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(color2Loc);
// Draw a non-indexed quad with all vertex buffers. Should draw yellow to the entire window.
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::yellow);
}
// Creates a texture, no other operations.
TEST_P(SimpleOperationTest, CreateTexture2DNoData)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
// Creates a texture, no other operations.
TEST_P(SimpleOperationTest, CreateTexture2DWithData)
{
std::vector<GLColor> colors(16 * 16, GLColor::red);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
ASSERT_GL_NO_ERROR();
}
// Creates a program with a texture.
TEST_P(SimpleOperationTest, LinkProgramWithTexture)
{
ASSERT_NE(0u, get2DTexturedQuadProgram());
ASSERT_GL_NO_ERROR();
}
// Creates a program with a texture and renders with it.
TEST_P(SimpleOperationTest, DrawWithTexture)
{
std::array<GLColor, 4> colors = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
draw2DTexturedQuad(0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
int w = getWindowWidth() - 2;
int h = getWindowHeight() - 2;
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
}
// Tests rendering to a user framebuffer.
TEST_P(SimpleOperationTest, RenderToTexture)
{
constexpr int kSize = 16;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glViewport(0, 0, kSize, kSize);
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Create a simple basic Renderbuffer.
TEST_P(SimpleOperationTest, CreateRenderbuffer)
{
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
ASSERT_GL_NO_ERROR();
}
// Render to a simple color Renderbuffer.
TEST_P(SimpleOperationTest, RenderbufferAttachment)
{
constexpr int kSize = 16;
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glViewport(0, 0, kSize, kSize);
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, 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(SimpleOperationTest,
ES2_D3D9(),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
ES3_D3D11(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES(),
ES2_VULKAN());
} // namespace