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kc3-lang/angle/tests/angle_tests/OcclusionQueriesTest.cpp

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  • Author : Jamie Madill
    Date : 2014-08-26 13:16:39
    Hash : 5599c8f6
    Message : Use shared compile helpers in the ANGLE tests. BUG=angle:730 Change-Id: Ib3bd646c73355449105e6cf79bdcf0a14b391fd2 Reviewed-on: https://chromium-review.googlesource.com/213550 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • tests/angle_tests/OcclusionQueriesTest.cpp
  • #include "ANGLETest.h"
    
    // Needed for Sleep()
    #include <Windows.h>
    
    class OcclusionQueriesTest : public ANGLETest
    {
    protected:
        OcclusionQueriesTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
    
            mProgram = 0;
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string passthroughVS = SHADER_SOURCE
            (
                attribute highp vec4 position;
                void main(void)
                {
                    gl_Position = position;
                }
            );
    
            const std::string passthroughPS = SHADER_SOURCE
            (
                precision highp float;
                void main(void)
                {
                   gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
                }
            );
    
            mProgram = CompileProgram(passthroughVS, passthroughPS);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
    };
    
    TEST_F(OcclusionQueriesTest, IsOccluded)
    {
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // draw a quad at depth 0.3
        glEnable(GL_DEPTH_TEST);
        glUseProgram(mProgram);
        drawQuad(mProgram, "position", 0.3f);
        glUseProgram(0);
    
        EXPECT_GL_NO_ERROR();
    
        GLuint query = 0;
        glGenQueriesEXT(1, &query);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        drawQuad(mProgram, "position", 0.8f); // this quad should be occluded by first quad
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint ready = GL_FALSE;
        while (ready == GL_FALSE)
        {
            Sleep(0);
            glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
        }
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteQueriesEXT(1, &query);
    
        EXPECT_EQ(result, GL_FALSE);
    }
    
    TEST_F(OcclusionQueriesTest, IsNotOccluded)
    {
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        GLuint query = 0;
        glGenQueriesEXT(1, &query);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        drawQuad(mProgram, "position", 0.8f); // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result); // will block waiting for result
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteQueriesEXT(1, &query);
    
        EXPECT_EQ(result, GL_TRUE);
    }
    
    TEST_F(OcclusionQueriesTest, Errors)
    {
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        GLuint query = 0;
        GLuint query2 = 0;
        glGenQueriesEXT(1, &query);
    
        EXPECT_EQ(glIsQueryEXT(query), GL_FALSE);
        EXPECT_EQ(glIsQueryEXT(query2), GL_FALSE);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, 0); // can't pass 0 as query id
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // can't initiate a query while one's already active
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        EXPECT_EQ(glIsQueryEXT(query), GL_TRUE);
        EXPECT_EQ(glIsQueryEXT(query2), GL_FALSE); // have not called begin
    
        drawQuad(mProgram, "position", 0.8f); // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT); // no active query for this target
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query); // can't begin a query as a different type than previously used
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // have to call genqueries first
        EXPECT_EQ(glGetError(), GL_INVALID_OPERATION);
    
        glGenQueriesEXT(1, &query2);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // should be ok now
        EXPECT_EQ(glIsQueryEXT(query2), GL_TRUE);
    
        drawQuad(mProgram, "position", 0.3f); // this should draw in front of other quad
        glDeleteQueriesEXT(1, &query2); // should delete when query becomes inactive
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT); // should not incur error; should delete query + 1 at end of execution.
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        EXPECT_GL_NO_ERROR();
    
        GLuint ready = GL_FALSE;
        glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT, &ready); // this query is now deleted
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        EXPECT_GL_NO_ERROR();
    }