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//
// 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