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kc3-lang/angle/src/tests/gl_tests/SimpleOperationTest.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/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(), ES3_D3D11(), ES2_OPENGL(), ES3_OPENGL());
    
    } // namespace