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//
// Copyright 2017 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.
//
// ClientArraysTest.cpp : Tests of the GL_ANGLE_client_arrays extension.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
namespace angle
{
class ClientArraysTest : public ANGLETest
{
protected:
ClientArraysTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setClientArraysEnabled(false);
}
};
// Context creation would fail if EGL_ANGLE_create_context_client_arrays was not available so
// the GL extension should always be present
TEST_P(ClientArraysTest, ExtensionStringExposed)
{
EXPECT_TRUE(extensionEnabled("GL_ANGLE_client_arrays"));
}
// Verify that GL_CLIENT_ARRAYS_ANGLE can be queried but not changed
TEST_P(ClientArraysTest, QueryValidation)
{
GLint intValue = 2;
glGetIntegerv(GL_CLIENT_ARRAYS_ANGLE, &intValue);
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(intValue);
float floatValue = 2.0f;
glGetFloatv(GL_CLIENT_ARRAYS_ANGLE, &floatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(0.0f, floatValue);
GLboolean boolValue = GL_TRUE;
glGetBooleanv(GL_CLIENT_ARRAYS_ANGLE, &boolValue);
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(boolValue);
EXPECT_GL_FALSE(glIsEnabled(GL_CLIENT_ARRAYS_ANGLE));
EXPECT_GL_NO_ERROR();
glEnable(GL_CLIENT_ARRAYS_ANGLE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glDisable(GL_CLIENT_ARRAYS_ANGLE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Test that client-side array buffers are forbidden when client arrays are disabled
TEST_P(ClientArraysTest, ForbidsClientSideArrayBuffer)
{
const auto &vertices = GetQuadVertices();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that client-side element array buffers are forbidden when client arrays are disabled
TEST_P(ClientArraysTest, ForbidsClientSideElementBuffer)
{
ASSERT_GL_FALSE(glIsEnabled(GL_CLIENT_ARRAYS_ANGLE));
constexpr char kVS[] =
"attribute vec3 a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
const GLubyte indices[] = {0, 1, 2, 3, 4, 5};
ASSERT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(ClientArraysTest,
ES2_D3D9(),
ES2_D3D11(),
ES3_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES(),
ES2_VULKAN());
} // namespace angle