| // |
| // 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 |
| { |
| |
| 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); |
| } |
| |
| TEST_P(SimpleOperationTest, CompileVertexShader) |
| { |
| const std::string source = |
| R"(attribute vec4 a_input; |
| void main() |
| { |
| gl_Position = a_input; |
| })"; |
| |
| GLuint shader = CompileShader(GL_VERTEX_SHADER, source); |
| EXPECT_NE(shader, 0u); |
| glDeleteShader(shader); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_P(SimpleOperationTest, CompileFragmentShader) |
| { |
| 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); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_P(SimpleOperationTest, LinkProgram) |
| { |
| 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); |
| })"; |
| |
| GLuint program = CompileProgram(vsSource, fsSource); |
| EXPECT_NE(program, 0u); |
| glDeleteProgram(program); |
| |
| EXPECT_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; |
| })"; |
| |
| GLuint program = CompileProgram(vsSource, fsSource); |
| EXPECT_NE(program, 0u); |
| |
| GLint uniformLoc = glGetUniformLocation(program, "u_input"); |
| EXPECT_NE(-1, uniformLoc); |
| |
| glDeleteProgram(program); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_P(SimpleOperationTest, LinkProgramWithAttributes) |
| { |
| const std::string vsSource = |
| R"(attribute vec4 a_input; |
| void main() |
| { |
| gl_Position = a_input; |
| })"; |
| |
| const std::string fsSource = |
| R"(void main() |
| { |
| gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); |
| })"; |
| |
| GLuint program = CompileProgram(vsSource, fsSource); |
| EXPECT_NE(program, 0u); |
| |
| GLint attribLoc = glGetAttribLocation(program, "a_input"); |
| EXPECT_NE(-1, attribLoc); |
| |
| glDeleteProgram(program); |
| |
| EXPECT_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); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_P(SimpleOperationTest, BufferDataWithNoData) |
| { |
| GLBuffer buffer; |
| glBindBuffer(GL_ARRAY_BUFFER, buffer.get()); |
| glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW); |
| |
| EXPECT_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); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Simple quad test. |
| TEST_P(SimpleOperationTest, DrawQuad) |
| { |
| const std::string &vertexShader = |
| "attribute vec3 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position, 1);\n" |
| "}"; |
| const std::string &fragmentShader = |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| "}"; |
| ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader); |
| |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Simple repeated draw and swap test. |
| TEST_P(SimpleOperationTest, DrawQuadAndSwap) |
| { |
| const std::string &vertexShader = |
| "attribute vec3 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position, 1);\n" |
| "}"; |
| const std::string &fragmentShader = |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| "}"; |
| ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader); |
| |
| for (int i = 0; i < 8; ++i) |
| { |
| drawQuad(program.get(), "position", 0.5f, 1.0f, true); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| swapBuffers(); |
| } |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Simple indexed quad test. |
| TEST_P(SimpleOperationTest, DrawIndexedQuad) |
| { |
| const std::string vertexShader = |
| "attribute vec3 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position, 1);\n" |
| "}"; |
| const std::string fragmentShader = |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| "}"; |
| ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader); |
| |
| drawIndexedQuad(program.get(), "position", 0.5f, 1.0f, true); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Draw with a fragment uniform. |
| TEST_P(SimpleOperationTest, DrawQuadWithFragmentUniform) |
| { |
| const std::string &vertexShader = |
| "attribute vec3 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position, 1);\n" |
| "}"; |
| const std::string &fragmentShader = |
| "uniform mediump vec4 color;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = color;\n" |
| "}"; |
| ANGLE_GL_PROGRAM(program, vertexShader, 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); |
| |
| EXPECT_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); |
| |
| 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); |
| |
| EXPECT_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); |
| |
| GLint location1 = glGetUniformLocation(program, "color1"); |
| ASSERT_NE(-1, location1); |
| |
| 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); |
| |
| EXPECT_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); |
| |
| GLint color1Loc = glGetAttribLocation(program, "color1"); |
| 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()); |
| EXPECT_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); |
| EXPECT_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); |
| |
| const std::string &vertexShader = |
| "attribute vec3 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position, 1);\n" |
| "}"; |
| const std::string &fragmentShader = |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| "}"; |
| ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader); |
| 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 |