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kc3-lang/angle/src/tests/gl_tests/UniformTest.cpp

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  • Author : Corentin Wallez
    Date : 2015-05-14 11:07:48
    Hash : d3970de4
    Message : Move ANGLETest back in test_utils, leaving a proxy header for Chromium BUG=angleproject:892 Change-Id: Ibd494813be87e996096077d6e208cc92461b8f49 Reviewed-on: https://chromium-review.googlesource.com/271154 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>

  • src/tests/gl_tests/UniformTest.cpp
  • //
    // 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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    namespace
    {
    
    class UniformTest : public ANGLETest
    {
      protected:
        UniformTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const std::string &vertexShader = "void main() { gl_Position = vec4(1); }";
            const std::string &fragShader =
                "precision mediump float;\n"
                "uniform float uniF;\n"
                "uniform int uniI;\n"
                "void main() { gl_FragColor = vec4(uniF + float(uniI)); }";
    
            mProgram = CompileProgram(vertexShader, fragShader);
            ASSERT_NE(mProgram, 0u);
    
            mUniformFLocation = glGetUniformLocation(mProgram, "uniF");
            ASSERT_NE(mUniformFLocation, -1);
    
            mUniformILocation = glGetUniformLocation(mProgram, "uniI");
            ASSERT_NE(mUniformILocation, -1);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
        GLint mUniformFLocation;
        GLint mUniformILocation;
    };
    
    TEST_P(UniformTest, GetUniformNoCurrentProgram)
    {
        glUseProgram(mProgram);
        glUniform1f(mUniformFLocation, 1.0f);
        glUniform1i(mUniformILocation, 1);
        glUseProgram(0);
    
        GLfloat f;
        glGetnUniformfvEXT(mProgram, mUniformFLocation, 4, &f);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1.0f, f);
    
        glGetUniformfv(mProgram, mUniformFLocation, &f);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1.0f, f);
    
        GLint i;
        glGetnUniformivEXT(mProgram, mUniformILocation, 4, &i);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, i);
    
        glGetUniformiv(mProgram, mUniformILocation, &i);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, i);
    }
    
    TEST_P(UniformTest, UniformArrayLocations)
    {
        // TODO(geofflang): Figure out why this is broken on Intel OpenGL
        if (isIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
        {
            std::cout << "Test skipped on Intel OpenGL." << std::endl;
            return;
        }
    
        const std::string vertexShader = SHADER_SOURCE
        (
            precision mediump float;
            uniform float uPosition[4];
            void main(void)
            {
                gl_Position = vec4(uPosition[0], uPosition[1], uPosition[2], uPosition[3]);
            }
        );
    
        const std::string fragShader = SHADER_SOURCE
        (
            precision mediump float;
            uniform float uColor[4];
            void main(void)
            {
                gl_FragColor = vec4(uColor[0], uColor[1], uColor[2], uColor[3]);
            }
        );
    
        GLuint program = CompileProgram(vertexShader, fragShader);
        ASSERT_NE(program, 0u);
    
        // Array index zero should be equivalent to the un-indexed uniform
        EXPECT_NE(-1, glGetUniformLocation(program, "uPosition"));
        EXPECT_EQ(glGetUniformLocation(program, "uPosition"), glGetUniformLocation(program, "uPosition[0]"));
    
        EXPECT_NE(-1, glGetUniformLocation(program, "uColor"));
        EXPECT_EQ(glGetUniformLocation(program, "uColor"), glGetUniformLocation(program, "uColor[0]"));
    
        // All array uniform locations should be unique
        GLint positionLocations[4] =
        {
            glGetUniformLocation(program, "uPosition[0]"),
            glGetUniformLocation(program, "uPosition[1]"),
            glGetUniformLocation(program, "uPosition[2]"),
            glGetUniformLocation(program, "uPosition[3]"),
        };
    
        GLint colorLocations[4] =
        {
            glGetUniformLocation(program, "uColor[0]"),
            glGetUniformLocation(program, "uColor[1]"),
            glGetUniformLocation(program, "uColor[2]"),
            glGetUniformLocation(program, "uColor[3]"),
        };
    
        for (size_t i = 0; i < 4; i++)
        {
            EXPECT_NE(-1, positionLocations[i]);
            EXPECT_NE(-1, colorLocations[i]);
    
            for (size_t j = i + 1; j < 4; j++)
            {
                EXPECT_NE(positionLocations[i], positionLocations[j]);
                EXPECT_NE(colorLocations[i], colorLocations[j]);
            }
        }
    
        glDeleteProgram(program);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(UniformTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL());
    
    } // namespace