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

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  • Author : Austin Kinross
    Date : 2015-10-07 15:47:43
    Hash : 6655878f
    Message : UniformTest.SamplerUniformsAppearOnce should check for VTF support Change-Id: If4b1602a5f706b5343fc1757962341602354b88e Reviewed-on: https://chromium-review.googlesource.com/304389 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com>

  • src/tests/gl_tests/UniformTest.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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #include <cmath>
    
    using namespace angle;
    
    namespace
    {
    
    class UniformTest : public ANGLETest
    {
      protected:
        UniformTest() : mProgram(0), mUniformFLocation(-1), mUniformILocation(-1), mUniformBLocation(-1)
        {
            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"
                "uniform bool uniB;\n"
                "uniform bool uniBArr[4];\n"
                "void main() {\n"
                "  gl_FragColor = vec4(uniF + float(uniI));\n"
                "  gl_FragColor += vec4(uniB ? 1.0 : 0.0);\n"
                "  gl_FragColor += vec4(uniBArr[0] ? 1.0 : 0.0);\n"
                "}";
    
            mProgram = CompileProgram(vertexShader, fragShader);
            ASSERT_NE(mProgram, 0u);
    
            mUniformFLocation = glGetUniformLocation(mProgram, "uniF");
            ASSERT_NE(mUniformFLocation, -1);
    
            mUniformILocation = glGetUniformLocation(mProgram, "uniI");
            ASSERT_NE(mUniformILocation, -1);
    
            mUniformBLocation = glGetUniformLocation(mProgram, "uniB");
            ASSERT_NE(mUniformBLocation, -1);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
        GLint mUniformFLocation;
        GLint mUniformILocation;
        GLint mUniformBLocation;
    };
    
    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);
    }
    
    // Test that float to integer GetUniform rounds values correctly.
    TEST_P(UniformTest, FloatUniformStateQuery)
    {
        std::vector<double> inValues;
        std::vector<GLfloat> expectedFValues;
        std::vector<GLint> expectedIValues;
    
        double intMaxD = static_cast<double>(std::numeric_limits<GLint>::max());
        double intMinD = static_cast<double>(std::numeric_limits<GLint>::min());
    
        // TODO(jmadill): Investigate rounding of .5
        inValues.push_back(-1.0);
        inValues.push_back(-0.6);
        // inValues.push_back(-0.5); // undefined behaviour?
        inValues.push_back(-0.4);
        inValues.push_back(0.0);
        inValues.push_back(0.4);
        // inValues.push_back(0.5); // undefined behaviour?
        inValues.push_back(0.6);
        inValues.push_back(1.0);
        inValues.push_back(999999.2);
        inValues.push_back(intMaxD * 2.0);
        inValues.push_back(intMaxD + 1.0);
        inValues.push_back(intMinD * 2.0);
        inValues.push_back(intMinD - 1.0);
    
        for (double value : inValues)
        {
            expectedFValues.push_back(static_cast<GLfloat>(value));
    
            double clampedValue = std::max(intMinD, std::min(intMaxD, value));
            double rounded = round(clampedValue);
            expectedIValues.push_back(static_cast<GLint>(rounded));
        }
    
        glUseProgram(mProgram);
        ASSERT_GL_NO_ERROR();
    
        for (size_t index = 0; index < inValues.size(); ++index)
        {
            GLfloat inValue       = static_cast<GLfloat>(inValues[index]);
            GLfloat expectedValue = expectedFValues[index];
    
            glUniform1f(mUniformFLocation, inValue);
            GLfloat testValue;
            glGetUniformfv(mProgram, mUniformFLocation, &testValue);
            ASSERT_GL_NO_ERROR();
            EXPECT_EQ(expectedValue, testValue);
        }
    
        for (size_t index = 0; index < inValues.size(); ++index)
        {
            GLfloat inValue     = static_cast<GLfloat>(inValues[index]);
            GLint expectedValue = expectedIValues[index];
    
            glUniform1f(mUniformFLocation, inValue);
            GLint testValue;
            glGetUniformiv(mProgram, mUniformFLocation, &testValue);
            ASSERT_GL_NO_ERROR();
            EXPECT_EQ(expectedValue, testValue);
        }
    }
    
    // Test that integer to float GetUniform rounds values correctly.
    TEST_P(UniformTest, IntUniformStateQuery)
    {
        std::vector<GLint> inValues;
        std::vector<GLint> expectedIValues;
        std::vector<GLfloat> expectedFValues;
    
        GLint intMax = std::numeric_limits<GLint>::max();
        GLint intMin = std::numeric_limits<GLint>::min();
    
        inValues.push_back(-1);
        inValues.push_back(0);
        inValues.push_back(1);
        inValues.push_back(999999);
        inValues.push_back(intMax);
        inValues.push_back(intMax - 1);
        inValues.push_back(intMin);
        inValues.push_back(intMin + 1);
    
        for (GLint value : inValues)
        {
            expectedIValues.push_back(value);
            expectedFValues.push_back(static_cast<GLfloat>(value));
        }
    
        glUseProgram(mProgram);
        ASSERT_GL_NO_ERROR();
    
        for (size_t index = 0; index < inValues.size(); ++index)
        {
            GLint inValue       = inValues[index];
            GLint expectedValue = expectedIValues[index];
    
            glUniform1i(mUniformILocation, inValue);
            GLint testValue;
            glGetUniformiv(mProgram, mUniformILocation, &testValue);
            ASSERT_GL_NO_ERROR();
            EXPECT_EQ(expectedValue, testValue);
        }
    
        for (size_t index = 0; index < inValues.size(); ++index)
        {
            GLint inValue         = inValues[index];
            GLfloat expectedValue = expectedFValues[index];
    
            glUniform1i(mUniformILocation, inValue);
            GLfloat testValue;
            glGetUniformfv(mProgram, mUniformILocation, &testValue);
            ASSERT_GL_NO_ERROR();
            EXPECT_EQ(expectedValue, testValue);
        }
    }
    
    // Test that queries of boolean uniforms round correctly.
    TEST_P(UniformTest, BooleanUniformStateQuery)
    {
        glUseProgram(mProgram);
        GLint intValue     = 0;
        GLfloat floatValue = 0.0f;
    
        // Calling Uniform1i
        glUniform1i(mUniformBLocation, GL_FALSE);
    
        glGetUniformiv(mProgram, mUniformBLocation, &intValue);
        EXPECT_EQ(0, intValue);
    
        glGetUniformfv(mProgram, mUniformBLocation, &floatValue);
        EXPECT_EQ(0.0f, floatValue);
    
        glUniform1i(mUniformBLocation, GL_TRUE);
    
        glGetUniformiv(mProgram, mUniformBLocation, &intValue);
        EXPECT_EQ(1, intValue);
    
        glGetUniformfv(mProgram, mUniformBLocation, &floatValue);
        EXPECT_EQ(1.0f, floatValue);
    
        // Calling Uniform1f
        glUniform1f(mUniformBLocation, 0.0f);
    
        glGetUniformiv(mProgram, mUniformBLocation, &intValue);
        EXPECT_EQ(0, intValue);
    
        glGetUniformfv(mProgram, mUniformBLocation, &floatValue);
        EXPECT_EQ(0.0f, floatValue);
    
        glUniform1f(mUniformBLocation, 1.0f);
    
        glGetUniformiv(mProgram, mUniformBLocation, &intValue);
        EXPECT_EQ(1, intValue);
    
        glGetUniformfv(mProgram, mUniformBLocation, &floatValue);
        EXPECT_EQ(1.0f, floatValue);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test queries for arrays of boolean uniforms.
    TEST_P(UniformTest, BooleanArrayUniformStateQuery)
    {
        glUseProgram(mProgram);
        GLint intValues[4]     = {0};
        GLfloat floatValues[4] = {0.0f};
        GLint boolValuesi[4]   = {0, 1, 0, 1};
        GLfloat boolValuesf[4] = {0, 1, 0, 1};
    
        GLint location = glGetUniformLocation(mProgram, "uniBArr");
    
        // Calling Uniform1iv
        glUniform1iv(location, 4, boolValuesi);
    
        glGetUniformiv(mProgram, location, intValues);
        for (unsigned int idx = 0; idx < 4; ++idx)
        {
            EXPECT_EQ(boolValuesi[idx], intValues[idx]);
        }
    
        glGetUniformfv(mProgram, location, floatValues);
        for (unsigned int idx = 0; idx < 4; ++idx)
        {
            EXPECT_EQ(boolValuesf[idx], floatValues[idx]);
        }
    
        // Calling Uniform1fv
        glUniform1fv(location, 4, boolValuesf);
    
        glGetUniformiv(mProgram, location, intValues);
        for (unsigned int idx = 0; idx < 4; ++idx)
        {
            EXPECT_EQ(boolValuesi[idx], intValues[idx]);
        }
    
        glGetUniformfv(mProgram, location, floatValues);
        for (unsigned int idx = 0; idx < 4; ++idx)
        {
            EXPECT_EQ(boolValuesf[idx], floatValues[idx]);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    class UniformTestES3 : public ANGLETest
    {
      protected:
        UniformTestES3() : mProgram(0) {}
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const std::string &vertexShader =
                "#version 300 es\n"
                "void main() { gl_Position = vec4(1); }";
            const std::string &fragShader =
                "#version 300 es\n"
                "precision mediump float;\n"
                "uniform mat3x2 uniMat3x2[5];\n"
                "out vec4 color;\n"
                "void main() {\n"
                "  color = vec4(uniMat3x2[0][0][0]);\n"
                "}";
    
            mProgram = CompileProgram(vertexShader, fragShader);
            ASSERT_NE(mProgram, 0u);
        }
    
        void TearDown() override
        {
            if (mProgram != 0)
            {
                glDeleteProgram(mProgram);
                mProgram = 0;
            }
        }
    
        GLuint mProgram;
    };
    
    // Test queries for transposed arrays of non-square matrix uniforms.
    TEST_P(UniformTestES3, TranposedMatrixArrayUniformStateQuery)
    {
        glUseProgram(mProgram);
    
        std::vector<GLfloat> transposedValues;
    
        for (size_t arrayElement = 0; arrayElement < 5; ++arrayElement)
        {
            transposedValues.push_back(1.0f + arrayElement);
            transposedValues.push_back(3.0f + arrayElement);
            transposedValues.push_back(5.0f + arrayElement);
            transposedValues.push_back(2.0f + arrayElement);
            transposedValues.push_back(4.0f + arrayElement);
            transposedValues.push_back(6.0f + arrayElement);
        }
    
        // Setting as a clump
        GLint baseLocation = glGetUniformLocation(mProgram, "uniMat3x2");
        ASSERT_NE(-1, baseLocation);
    
        glUniformMatrix3x2fv(baseLocation, 5, GL_TRUE, &transposedValues[0]);
    
        for (size_t arrayElement = 0; arrayElement < 5; ++arrayElement)
        {
            std::stringstream nameStr;
            nameStr << "uniMat3x2[" << arrayElement << "]";
            std::string name = nameStr.str();
            GLint location = glGetUniformLocation(mProgram, name.c_str());
            ASSERT_NE(-1, location);
    
            std::vector<GLfloat> sequentialValues(6, 0);
            glGetUniformfv(mProgram, location, &sequentialValues[0]);
    
            ASSERT_GL_NO_ERROR();
    
            for (size_t comp = 0; comp < 6; ++comp)
            {
                EXPECT_EQ(static_cast<GLfloat>(comp + 1 + arrayElement), sequentialValues[comp]);
            }
        }
    }
    
    // Check that sampler uniforms only show up one time in the list
    TEST_P(UniformTest, SamplerUniformsAppearOnce)
    {
        int maxVertexTextureImageUnits = 0;
        glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxVertexTextureImageUnits);
    
        if (maxVertexTextureImageUnits == 0)
        {
            std::cout << "Renderer doesn't support vertex texture fetch, skipping test" << std::endl;
            return;
        }
    
        const std::string &vertShader =
            "attribute vec2 position;\n"
            "uniform sampler2D tex2D;\n"
            "varying vec4 color;\n"
            "void main() {\n"
            "  gl_Position = vec4(position, 0, 1);\n"
            "  color = texture2D(tex2D, vec2(0));\n"
            "}";
    
        const std::string &fragShader =
            "precision mediump float;\n"
            "varying vec4 color;\n"
            "uniform sampler2D tex2D;\n"
            "void main() {\n"
            "  gl_FragColor = texture2D(tex2D, vec2(0)) + color;\n"
            "}";
    
        GLuint program = CompileProgram(vertShader, fragShader);
        ASSERT_NE(0u, program);
    
        GLint activeUniformsCount = 0;
        glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniformsCount);
        ASSERT_EQ(1, activeUniformsCount);
    
        GLint size       = 0;
        GLenum type      = GL_NONE;
        GLchar name[120] = {0};
        glGetActiveUniform(program, 0, 100, nullptr, &size, &type, name);
        EXPECT_EQ(1, size);
        EXPECT_GLENUM_EQ(GL_SAMPLER_2D, type);
        EXPECT_STREQ("tex2D", name);
    
        EXPECT_GL_NO_ERROR();
    
        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_D3D11_FL9_3(), ES2_OPENGL());
    ANGLE_INSTANTIATE_TEST(UniformTestES3, ES3_D3D11(), ES3_OPENGL());
    
    } // namespace