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

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  • Author : Austin Kinross
    Date : 2016-02-08 12:29:08
    Hash : 2a63b3f8
    Message : Re-land "Implement EGL_experimental_present_path_angle" - Re-land with clang fix. This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: I56b339897828753a616d7bae837a2f354dba9c63 Reviewed-on: https://chromium-review.googlesource.com/326730 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/SimpleOperationTest.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.
    //
    // SimpleOperationTest:
    //   Basic GL commands such as linking a program, initializing a buffer, etc.
    
    #include "test_utils/ANGLETest.h"
    
    #include <vector>
    
    using namespace angle;
    
    namespace
    {
    
    class SimpleOperationTest : public ANGLETest
    {
      protected:
        SimpleOperationTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    TEST_P(SimpleOperationTest, CompileVertexShader)
    {
        const std::string source = SHADER_SOURCE
        (
            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 = SHADER_SOURCE
        (
            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 = SHADER_SOURCE
        (
            void main()
            {
                gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            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 = SHADER_SOURCE
        (
            void main()
            {
                gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            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 = SHADER_SOURCE
        (
            attribute vec4 a_input;
            void main()
            {
                gl_Position = a_input;
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            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)
    {
        GLuint buffer;
        glGenBuffers(1, &buffer);
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
    
        std::vector<uint8_t> data(1024);
        glBufferData(GL_ARRAY_BUFFER, data.size(), &data[0], GL_STATIC_DRAW);
    
        glDeleteBuffers(1, &buffer);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(SimpleOperationTest, BufferDataWithNoData)
    {
        GLuint buffer;
        glGenBuffers(1, &buffer);
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
        glDeleteBuffers(1, &buffer);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(SimpleOperationTest, BufferSubData)
    {
        GLuint buffer;
        glGenBuffers(1, &buffer);
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
    
        const size_t bufferSize = 1024;
        glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
    
        const size_t subDataCount = 16;
        std::vector<uint8_t> data(bufferSize / subDataCount);
        for (size_t i = 0; i < subDataCount; i++)
        {
            glBufferSubData(GL_ARRAY_BUFFER, data.size() * i, data.size(), &data[0]);
        }
    
        glDeleteBuffers(1, &buffer);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // 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());
    
    } // namespace