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

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  • Author : Geoff Lang
    Date : 2016-01-20 10:58:17
    Hash : e0cc2a4a
    Message : Enable all angle_end2end_tests targeting OpenGL and OpenGL ES backends. Added failure supressions and filed bugs for failing tests. BUG=angleproject:1145 BUG=angleproject:1289 BUG=angleproject:1291 BUG=angleproject:1292 BUG=angleproject:1293 BUG=angleproject:1296 Change-Id: Ida78ba855500fe8a6ce6154d43ee01520330e3b1 Reviewed-on: https://chromium-review.googlesource.com/322695 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/LineLoopTest.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;
    
    class LineLoopTest : public ANGLETest
    {
      protected:
        LineLoopTest()
        {
            setWindowWidth(256);
            setWindowHeight(256);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vsSource = SHADER_SOURCE
            (
                attribute highp vec4 position;
    
                void main(void)
                {
                    gl_Position = position;
                }
            );
    
            const std::string fsSource = SHADER_SOURCE
            (
                uniform highp vec4 color;
                void main(void)
                {
                    gl_FragColor = color;
                }
            );
    
            mProgram = CompileProgram(vsSource, fsSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mPositionLocation = glGetAttribLocation(mProgram, "position");
            mColorLocation = glGetUniformLocation(mProgram, "color");
    
            glBlendFunc(GL_ONE, GL_ONE);
            glEnable(GL_BLEND);
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        void runTest(GLenum indexType, GLuint indexBuffer, const GLvoid *indexPtr)
        {
            glClear(GL_COLOR_BUFFER_BIT);
    
            static const GLfloat loopPositions[] =
            {
                 0.0f,  0.0f,
                 0.0f,  0.0f,
                 0.0f,  0.0f,
                 0.0f,  0.0f,
                 0.0f,  0.0f,
                 0.0f,  0.0f,
                -0.5f, -0.5f,
                -0.5f,  0.5f,
                 0.5f,  0.5f,
                 0.5f, -0.5f
            };
    
            static const GLfloat stripPositions[] =
            {
                -0.5f, -0.5f,
                -0.5f,  0.5f,
                 0.5f,  0.5f,
                 0.5f, -0.5f
            };
            static const GLubyte stripIndices[] =
            {
                1, 0, 3, 2, 1
            };
    
            glUseProgram(mProgram);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
            glEnableVertexAttribArray(mPositionLocation);
            glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, loopPositions);
            glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
            glDrawElements(GL_LINE_LOOP, 4, indexType, indexPtr);
    
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
            glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, stripPositions);
            glUniform4f(mColorLocation, 0, 1, 0, 1);
            glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, stripIndices);
    
            std::vector<GLubyte> pixels(getWindowWidth() * getWindowHeight() * 4);
            glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
    
            ASSERT_GL_NO_ERROR();
    
            for (int y = 0; y < getWindowHeight(); y++)
            {
                for (int x = 0; x < getWindowWidth(); x++)
                {
                    const GLubyte* pixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);
    
                    EXPECT_EQ(pixel[0], 0);
                    EXPECT_EQ(pixel[1], pixel[2]);
                    EXPECT_EQ(pixel[3], 255);
                }
            }
        }
    
        GLuint mProgram;
        GLint mPositionLocation;
        GLint mColorLocation;
    };
    
    TEST_P(LineLoopTest, LineLoopUByteIndices)
    {
        // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
        // On Win7, the D3D SDK Layers emits a false warning for these tests.
        // This doesn't occur on Windows 10 (Version 1511) though.
        ignoreD3D11SDKLayersWarnings();
    
        static const GLubyte indices[] = { 0, 7, 6, 9, 8, 0 };
        runTest(GL_UNSIGNED_BYTE, 0, indices + 1);
    }
    
    TEST_P(LineLoopTest, LineLoopUShortIndices)
    {
        // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
        ignoreD3D11SDKLayersWarnings();
    
        static const GLushort indices[] = { 0, 7, 6, 9, 8, 0 };
        runTest(GL_UNSIGNED_SHORT, 0, indices + 1);
    }
    
    TEST_P(LineLoopTest, LineLoopUIntIndices)
    {
        if (!extensionEnabled("GL_OES_element_index_uint"))
        {
            return;
        }
    
        // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
        ignoreD3D11SDKLayersWarnings();
    
        static const GLuint indices[] = { 0, 7, 6, 9, 8, 0 };
        runTest(GL_UNSIGNED_INT, 0, indices + 1);
    }
    
    TEST_P(LineLoopTest, LineLoopUByteIndexBuffer)
    {
        // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
        ignoreD3D11SDKLayersWarnings();
    
        static const GLubyte indices[] = { 0, 7, 6, 9, 8, 0 };
    
        GLuint buf;
        glGenBuffers(1, &buf);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    
        runTest(GL_UNSIGNED_BYTE, buf, reinterpret_cast<const void *>(sizeof(GLubyte)));
    
        glDeleteBuffers(1, &buf);
    }
    
    TEST_P(LineLoopTest, LineLoopUShortIndexBuffer)
    {
        // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
        ignoreD3D11SDKLayersWarnings();
    
        static const GLushort indices[] = { 0, 7, 6, 9, 8, 0 };
    
        GLuint buf;
        glGenBuffers(1, &buf);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    
        runTest(GL_UNSIGNED_SHORT, buf, reinterpret_cast<const void *>(sizeof(GLushort)));
    
        glDeleteBuffers(1, &buf);
    }
    
    TEST_P(LineLoopTest, LineLoopUIntIndexBuffer)
    {
        if (!extensionEnabled("GL_OES_element_index_uint"))
        {
            return;
        }
    
        // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
        ignoreD3D11SDKLayersWarnings();
    
        static const GLuint indices[] = { 0, 7, 6, 9, 8, 0 };
    
        GLuint buf;
        glGenBuffers(1, &buf);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    
        runTest(GL_UNSIGNED_INT, buf, reinterpret_cast<const void *>(sizeof(GLuint)));
    
        glDeleteBuffers(1, &buf);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(LineLoopTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES());