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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"
#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