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

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  • Author : jchen10
    Date : 2017-04-11 13:59:04
    Hash : 191381fd
    Message : ES31: Add glGetProgramResourceLocation API Add API entry and validation checks(GLES 3.1 section 7.3). Add the first 2 interfaces(PROGRAM_INPUT and PROGRAM_OUTPUT) implementation. BUG=angleproject:1920 TEST=angle_end2end_tests:ProgramInterfaceTestES31.* Change-Id: I5128cda43b0d9176c910b036cdc76bf37757670e Reviewed-on: https://chromium-review.googlesource.com/474212 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/ProgramInterfaceTest.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.
    //
    
    // ProgramInterfaceTest: Tests of program interfaces.
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class ProgramInterfaceTestES31 : public ANGLETest
    {
      protected:
        ProgramInterfaceTestES31()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    // Tests glGetProgramResourceIndex.
    TEST_P(ProgramInterfaceTestES31, GetResourceIndex)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "in highp vec4 position;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = position;\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform vec4 color;\n"
            "out vec4 oColor;\n"
            "void main()\n"
            "{\n"
            "    oColor = color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        GLuint index = glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, "position");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        index = glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, "missing");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(GL_INVALID_INDEX, index);
    
        index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "oColor");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "missing");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(GL_INVALID_INDEX, index);
    
        index = glGetProgramResourceIndex(program, GL_ATOMIC_COUNTER_BUFFER, "missing");
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    }
    
    // Tests glGetProgramResourceName.
    TEST_P(ProgramInterfaceTestES31, GetResourceName)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "in highp vec4 position;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = position;\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform vec4 color;\n"
            "out vec4 oColor[4];\n"
            "void main()\n"
            "{\n"
            "    oColor[0] = color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        GLuint index = glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, "position");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        GLchar name[64];
        GLsizei length;
        glGetProgramResourceName(program, GL_PROGRAM_INPUT, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(8, length);
        EXPECT_EQ("position", std::string(name));
    
        glGetProgramResourceName(program, GL_PROGRAM_INPUT, index, 4, &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(3, length);
        EXPECT_EQ("pos", std::string(name));
    
        glGetProgramResourceName(program, GL_PROGRAM_INPUT, index, -1, &length, name);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glGetProgramResourceName(program, GL_PROGRAM_INPUT, GL_INVALID_INDEX, sizeof(name), &length,
                                 name);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "oColor");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        glGetProgramResourceName(program, GL_PROGRAM_OUTPUT, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(9, length);
        EXPECT_EQ("oColor[0]", std::string(name));
    
        glGetProgramResourceName(program, GL_PROGRAM_OUTPUT, index, 8, &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(7, length);
        EXPECT_EQ("oColor[", std::string(name));
    }
    
    // Tests glGetProgramResourceLocation.
    TEST_P(ProgramInterfaceTestES31, GetResourceLocation)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "layout(location = 3) in highp vec4 position;\n"
            "in highp vec4 noLocationSpecified;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = position;\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform vec4 color;\n"
            "layout(location = 2) out vec4 oColor[4];\n"
            "void main()\n"
            "{\n"
            "    oColor[0] = color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        std::array<GLenum, 5> invalidInterfaces = {{GL_UNIFORM_BLOCK, GL_TRANSFORM_FEEDBACK_VARYING,
                                                    GL_BUFFER_VARIABLE, GL_SHADER_STORAGE_BLOCK,
                                                    GL_ATOMIC_COUNTER_BUFFER}};
        GLint location;
        for (auto &invalidInterface : invalidInterfaces)
        {
            location = glGetProgramResourceLocation(program, invalidInterface, "any");
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
            EXPECT_EQ(-1, location);
        }
    
        location = glGetProgramResourceLocation(program, GL_PROGRAM_INPUT, "position");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(3, location);
    
        location = glGetProgramResourceLocation(program, GL_PROGRAM_INPUT, "noLocationSpecified");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(-1, location);
    
        location = glGetProgramResourceLocation(program, GL_PROGRAM_INPUT, "missing");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(-1, location);
    
        location = glGetProgramResourceLocation(program, GL_PROGRAM_OUTPUT, "oColor");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(2, location);
        location = glGetProgramResourceLocation(program, GL_PROGRAM_OUTPUT, "oColor[0]");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(2, location);
        location = glGetProgramResourceLocation(program, GL_PROGRAM_OUTPUT, "oColor[3]");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(5, location);
    }
    
    ANGLE_INSTANTIATE_TEST(ProgramInterfaceTestES31, ES31_OPENGL(), ES31_D3D11(), ES31_OPENGLES());
    }  // anonymous namespace