blob: 284f5edc8386829e47c0e8f29e496c2e12cc7017 [file] [log] [blame]
// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES2/gl2extchromium.h>
#include <stdint.h>
#include "gpu/command_buffer/service/context_group.h"
#include "gpu/command_buffer/tests/gl_manager.h"
#include "gpu/command_buffer/tests/gl_test_utils.h"
#include "testing/gmock/include/gmock/gmock.h"
#include "testing/gtest/include/gtest/gtest.h"
#define SHADER(Src) #Src
namespace gpu {
class GLProgramTest : public testing::Test {
protected:
void SetUp() override { gl_.Initialize(GLManager::Options()); }
void TearDown() override { gl_.Destroy(); }
GLManager gl_;
};
class WebGLProgramTest : public GLProgramTest {
protected:
void SetUp() override {
GLManager::Options options;
options.context_type = CONTEXT_TYPE_WEBGL1;
gl_.Initialize(options);
}
};
TEST_F(GLProgramTest, GetSetUniform) {
static const char* v_shader_str = SHADER(
attribute vec4 a_vertex;
attribute vec3 a_normal;
uniform mat4 u_modelViewProjMatrix;
struct MyStruct
{
int x;
int y;
};
uniform MyStruct u_struct;
uniform float u_array[4];
varying vec3 v_normal;
void main()
{
v_normal = a_normal;
gl_Position = u_modelViewProjMatrix * a_vertex +
vec4(u_struct.x, u_struct.y, 0, 1) +
vec4(u_array[0], u_array[1], u_array[2], u_array[3]);
}
);
static const char* f_shader_str = SHADER(
varying mediump vec3 v_normal;
void main()
{
gl_FragColor = vec4(v_normal/2.0+vec3(0.5), 1);
}
);
// Load the program.
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
glUseProgram(program);
// Relink program.
glLinkProgram(program);
// These tests will fail on NVidia if not worked around by
// command buffer.
GLint location_sx = glGetUniformLocation(program, "u_struct.x");
GLint location_array_0 = glGetUniformLocation(program, "u_array[0]");
glUniform1i(location_sx, 3);
glUniform1f(location_array_0, 123);
GLint int_value = 0;
GLfloat float_value = 0;
glGetUniformiv(program, location_sx, &int_value);
EXPECT_EQ(3, int_value);
glGetUniformfv(program, location_array_0, &float_value);
EXPECT_EQ(123.0f, float_value);
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_F(GLProgramTest, NewShaderInCurrentProgram) {
static const char* v_shader_str = SHADER(
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
);
static const char* f_red_shader_str = SHADER(
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
}
);
static const char* f_blue_shader_str = SHADER(
void main()
{
gl_FragColor = vec4(0, 0, 1, 1);
}
);
// Load the program.
GLuint vs = GLTestHelper::LoadShader(GL_VERTEX_SHADER, v_shader_str);
GLuint fs = GLTestHelper::LoadShader(GL_FRAGMENT_SHADER, f_red_shader_str);
GLuint program = GLTestHelper::SetupProgram(vs, fs);
glUseProgram(program);
glShaderSource(fs, 1, &f_blue_shader_str, nullptr);
glCompileShader(fs);
glLinkProgram(program);
// We specifically don't call UseProgram again.
GLuint position_loc = glGetAttribLocation(program, "a_position");
GLTestHelper::SetupUnitQuad(position_loc);
glDrawArrays(GL_TRIANGLES, 0, 6);
uint8_t expected_color[] = {
0, 0, 255, 255,
};
EXPECT_TRUE(
GLTestHelper::CheckPixels(0, 0, 1, 1, 0, expected_color, nullptr));
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_F(GLProgramTest, ShaderLengthSpecified) {
const std::string valid_shader_str = SHADER(
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
);
const std::string invalid_shader = valid_shader_str + "invalid suffix";
// Compiling invalid program should fail.
const char* invalid_shader_strings[] = { invalid_shader.c_str() };
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, invalid_shader_strings, nullptr);
glCompileShader(vs);
GLint compile_state = 0;
glGetShaderiv(vs, GL_COMPILE_STATUS, &compile_state);
EXPECT_EQ(GL_FALSE, compile_state);
// Compiling program cutting off invalid parts should succeed.
const GLint lengths[] = { valid_shader_str.length() };
glShaderSource(vs, 1, invalid_shader_strings, lengths);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &compile_state);
EXPECT_EQ(GL_TRUE, compile_state);
}
TEST_F(GLProgramTest, UniformsInCurrentProgram) {
static const char* v_shader_str = SHADER(
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
);
static const char* f_shader_str = SHADER(
precision mediump float;
uniform vec4 u_color;
void main()
{
gl_FragColor = u_color;
}
);
// Load the program.
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
glUseProgram(program);
// Relink.
glLinkProgram(program);
// This test will fail on NVidia Linux if not worked around.
GLint color_location = glGetUniformLocation(program, "u_color");
glUniform4f(color_location, 0.0f, 0.0f, 1.0f, 1.0f);
// We specifically don't call UseProgram again.
GLuint position_loc = glGetAttribLocation(program, "a_position");
GLTestHelper::SetupUnitQuad(position_loc);
glDrawArrays(GL_TRIANGLES, 0, 6);
uint8_t expected_color[] = {
0, 0, 255, 255,
};
EXPECT_TRUE(
GLTestHelper::CheckPixels(0, 0, 1, 1, 0, expected_color, nullptr));
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_F(WebGLProgramTest, DeferCompileWithExt) {
// This test must have extensions enabled.
gles2::ContextGroup* context_group = gl_.decoder()->GetContextGroup();
gles2::FeatureInfo* feature_info = context_group->feature_info();
const gles2::FeatureInfo::FeatureFlags& flags = feature_info->feature_flags();
if (!flags.ext_frag_depth)
return;
static const char* v_shdr_str = R"(
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
)";
static const char* f_shdr_str = R"(
#extension GL_EXT_frag_depth : enable
void main()
{
gl_FragDepthEXT = 1.0;
}
)";
// Extension is disabled by default and be sure shader does not compile.
GLuint vs_bad = GLTestHelper::CompileShader(GL_VERTEX_SHADER, v_shdr_str);
GLuint fs_bad = GLTestHelper::CompileShader(GL_FRAGMENT_SHADER, f_shdr_str);
GLuint program_bad = GLTestHelper::LinkProgram(vs_bad, fs_bad);
GLint linked_bad = 0;
glGetProgramiv(program_bad, GL_LINK_STATUS, &linked_bad);
EXPECT_EQ(0, linked_bad);
// linking bad compilations with extension enabled should still not link.
glRequestExtensionCHROMIUM("GL_EXT_frag_depth");
program_bad = GLTestHelper::LinkProgram(vs_bad, fs_bad);
linked_bad = 0;
glGetProgramiv(program_bad, GL_LINK_STATUS, &linked_bad);
EXPECT_EQ(0, linked_bad);
// Be sure extension was actually turned on by recompiling.
GLuint vs_good = GLTestHelper::LoadShader(GL_VERTEX_SHADER, v_shdr_str);
GLuint fs_good = GLTestHelper::LoadShader(GL_FRAGMENT_SHADER, f_shdr_str);
GLuint program_good = GLTestHelper::SetupProgram(vs_good, fs_good);
EXPECT_NE(0u, program_good);
}
TEST_F(GLProgramTest, DeleteAttachedShaderLinks) {
static const char* v_shdr_str = R"(
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
)";
static const char* f_shdr_str = R"(
void main()
{
gl_FragColor = vec4(1, 1, 1, 1);
}
)";
// Compiling the shaders, attaching, then deleting before linking should work.
GLuint vs = GLTestHelper::CompileShader(GL_VERTEX_SHADER, v_shdr_str);
GLuint fs = GLTestHelper::CompileShader(GL_FRAGMENT_SHADER, f_shdr_str);
GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
EXPECT_NE(0, linked);
}
} // namespace gpu