Edit

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

Branch :

  • Show log

    Commit

  • Author : jchen10
    Date : 2017-06-13 10:44:11
    Hash : eaef1e5e
    Message : Link atomic counters to buffers Gather counters from each shader and group them according the layout qualifier 'binding' into each buffer. BUG=angleproject:1729 TEST=angle_end2end_tests:AtomicCounterBufferTest Change-Id: I8d0cd0d2bf65be37c035b0e1540481c8bee0bae4

  • src/tests/gl_tests/AtomicCounterBufferTest.cpp
  • //
    // 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