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//
// Copyright 2017 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.
//
// AtomicCounterBufferTest:
// Various tests related for atomic counter buffers.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class AtomicCounterBufferTest : public ANGLETest
{
protected:
AtomicCounterBufferTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
};
// Test GL_ATOMIC_COUNTER_BUFFER is not supported with version lower than ES31.
TEST_P(AtomicCounterBufferTest, AtomicCounterBufferBindings)
{
ASSERT_EQ(3, getClientMajorVersion());
GLBuffer atomicCounterBuffer;
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 1, atomicCounterBuffer.get());
if (getClientMinorVersion() < 1)
{
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
else
{
EXPECT_GL_NO_ERROR();
}
}
class AtomicCounterBufferTest31 : public AtomicCounterBufferTest
{
};
// Linking should fail if counters in vertex shader exceed gl_MaxVertexAtomicCounters.
TEST_P(AtomicCounterBufferTest31, ExceedMaxVertexAtomicCounters)
{
const std::string &vertexShaderSource =
"#version 310 es\n"
"layout(binding = 2) uniform atomic_uint foo[gl_MaxVertexAtomicCounters + 1];\n"
"void main()\n"
"{\n"
" atomicCounterIncrement(foo[0]);\n"
"}\n";
const std::string &fragmentShaderSource =
"#version 310 es\n"
"void main()\n"
"{\n"
"}\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Counters matching across shader stages should fail if offsets aren't all specified.
// GLSL ES Spec 3.10.4, section 9.2.1.
TEST_P(AtomicCounterBufferTest31, OffsetNotAllSpecified)
{
const std::string &vertexShaderSource =
"#version 310 es\n"
"layout(binding = 2, offset = 4) uniform atomic_uint foo;\n"
"void main()\n"
"{\n"
" atomicCounterIncrement(foo);\n"
"}\n";
const std::string &fragmentShaderSource =
"#version 310 es\n"
"layout(binding = 2) uniform atomic_uint foo;\n"
"void main()\n"
"{\n"
"}\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Counters matching across shader stages should fail if offsets aren't all specified with same
// value.
TEST_P(AtomicCounterBufferTest31, OffsetNotAllSpecifiedWithSameValue)
{
const std::string &vertexShaderSource =
"#version 310 es\n"
"layout(binding = 2, offset = 4) uniform atomic_uint foo;\n"
"void main()\n"
"{\n"
" atomicCounterIncrement(foo);\n"
"}\n";
const std::string &fragmentShaderSource =
"#version 310 es\n"
"layout(binding = 2, offset = 8) uniform atomic_uint foo;\n"
"void main()\n"
"{\n"
"}\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
ANGLE_INSTANTIATE_TEST(AtomicCounterBufferTest,
ES3_OPENGL(),
ES3_OPENGLES(),
ES31_OPENGL(),
ES31_OPENGLES());
ANGLE_INSTANTIATE_TEST(AtomicCounterBufferTest31, ES31_OPENGL(), ES31_OPENGLES());
} // namespace