Hash :
4756d5e6
Author :
Date :
2021-03-22T17:28:30
Mark most draw modes valid when no program is bound gpu_angle_passthrough_fuzzer discovered a crash when glDrawArrays() is called without a program bound. This was caused by assuming it's an error to draw certain primitive types without a program bound, which is incorrect. This fix is to mark all draw modes except Patches valid when there is no program bound. Patches is handled separately by TS validation. Bug: chromium:1185267 Bug: angleproject:5483 Test: gpu_angle_passthrough_fuzzer Test: SimpleOperationTest31.DrawWithoutProgramBound Test: KHR-GLES31.core.draw_indirect.basic-mode-*adjacency Change-Id: I294078b8695e0b8f36d3b7ad3c1aa71d2a275038 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2780971 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246
//
// 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.
//
// SimpleOperationTest:
// Basic GL commands such as linking a program, initializing a buffer, etc.
#include "test_utils/ANGLETest.h"
#include <vector>
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include "util/random_utils.h"
using namespace angle;
namespace
{
constexpr char kBasicVertexShader[] =
R"(attribute vec3 position;
void main()
{
gl_Position = vec4(position, 1);
})";
constexpr char kGreenFragmentShader[] =
R"(void main()
{
gl_FragColor = vec4(0, 1, 0, 1);
})";
class SimpleOperationTest : public ANGLETest
{
protected:
SimpleOperationTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void verifyBuffer(const std::vector<uint8_t> &data, GLenum binding);
template <typename T>
void testDrawElementsLineLoopUsingClientSideMemory(GLenum indexType,
int windowWidth,
int windowHeight);
};
class SimpleOperationTest31 : public SimpleOperationTest
{};
void SimpleOperationTest::verifyBuffer(const std::vector<uint8_t> &data, GLenum binding)
{
if (!IsGLExtensionEnabled("GL_EXT_map_buffer_range"))
{
return;
}
uint8_t *mapPointer =
static_cast<uint8_t *>(glMapBufferRangeEXT(GL_ARRAY_BUFFER, 0, 1024, GL_MAP_READ_BIT));
ASSERT_GL_NO_ERROR();
std::vector<uint8_t> readbackData(data.size());
memcpy(readbackData.data(), mapPointer, data.size());
glUnmapBufferOES(GL_ARRAY_BUFFER);
EXPECT_EQ(data, readbackData);
}
// Validates if culling rasterization states work. Simply draws a quad with
// cull face enabled and make sure we still render correctly.
TEST_P(SimpleOperationTest, CullFaceEnabledState)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_CULL_FACE);
drawQuad(program.get(), "position", 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Validates if culling rasterization states work. Simply draws a quad with
// cull face enabled with cullface front and make sure the face have not been rendered.
TEST_P(SimpleOperationTest, CullFaceFrontEnabledState)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_CULL_FACE);
// Should make the quad disappear since we draw it front facing.
glCullFace(GL_FRONT);
drawQuad(program.get(), "position", 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
}
// Validates if blending render states work. Simply draws twice and verify the color have been
// added in the final output.
TEST_P(SimpleOperationTest, BlendingRenderState)
{
// The precision when blending isn't perfect and some tests fail with a color of 254 instead
// of 255 on the green component. This is why we need 0.51 green instead of .5
constexpr char halfGreenFragmentShader[] =
R"(void main()
{
gl_FragColor = vec4(0, 0.51, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kBasicVertexShader, halfGreenFragmentShader);
glUseProgram(program);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
auto vertices = GetQuadVertices();
const GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
// Drawing a quad once will give 0.51 green, but if we enable blending
// with additive function we should end up with full green of 1.0 with
// a clamping func of 1.0.
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vertices.size()));
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vertices.size()));
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
TEST_P(SimpleOperationTest, CompileVertexShader)
{
GLuint shader = CompileShader(GL_VERTEX_SHADER, kBasicVertexShader);
EXPECT_NE(shader, 0u);
glDeleteShader(shader);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, CompileFragmentShaderSingleVaryingInput)
{
constexpr char kFS[] = R"(precision mediump float;
varying vec4 v_input;
void main()
{
gl_FragColor = v_input;
})";
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
EXPECT_NE(shader, 0u);
glDeleteShader(shader);
ASSERT_GL_NO_ERROR();
}
// Covers a simple bug in Vulkan to do with dependencies between the Surface and the default
// Framebuffer.
TEST_P(SimpleOperationTest, ClearAndSwap)
{
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
swapBuffers();
// Can't check the pixel result after the swap, and checking the pixel result affects the
// behaviour of the test on the Vulkan back-end, so don't bother checking correctness.
ASSERT_GL_NO_ERROR();
ASSERT_FALSE(getGLWindow()->hasError());
}
// Simple case of setting a scissor, enabled or disabled.
TEST_P(SimpleOperationTest, ScissorTest)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(getWindowWidth() / 4, getWindowHeight() / 4, getWindowWidth() / 2,
getWindowHeight() / 2);
// Fill the whole screen with a quad.
drawQuad(program.get(), "position", 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Test outside the scissor test, pitch black.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
// Test inside, green of the fragment shader.
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
}
TEST_P(SimpleOperationTest, LinkProgramShadersNoInputs)
{
constexpr char kVS[] = "void main() { gl_Position = vec4(1.0, 1.0, 1.0, 1.0); }";
constexpr char kFS[] = "void main() { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); }";
ANGLE_GL_PROGRAM(program, kVS, kFS);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgramWithUniforms)
{
constexpr char kVS[] = R"(void main()
{
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
})";
constexpr char kFS[] = R"(precision mediump float;
uniform vec4 u_input;
void main()
{
gl_FragColor = u_input;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
const GLint uniformLoc = glGetUniformLocation(program, "u_input");
EXPECT_NE(-1, uniformLoc);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgramWithAttributes)
{
constexpr char kVS[] = R"(attribute vec4 a_input;
void main()
{
gl_Position = a_input;
})";
ANGLE_GL_PROGRAM(program, kVS, kGreenFragmentShader);
const GLint attribLoc = glGetAttribLocation(program, "a_input");
EXPECT_NE(-1, attribLoc);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferDataWithData)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
std::vector<uint8_t> data(1024);
FillVectorWithRandomUBytes(&data);
glBufferData(GL_ARRAY_BUFFER, data.size(), &data[0], GL_STATIC_DRAW);
verifyBuffer(data, GL_ARRAY_BUFFER);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferDataWithNoData)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferSubData)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
constexpr size_t bufferSize = 1024;
std::vector<uint8_t> data(bufferSize);
FillVectorWithRandomUBytes(&data);
glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
constexpr size_t subDataCount = 16;
constexpr size_t sliceSize = bufferSize / subDataCount;
for (size_t i = 0; i < subDataCount; i++)
{
size_t offset = i * sliceSize;
glBufferSubData(GL_ARRAY_BUFFER, offset, sliceSize, &data[offset]);
}
verifyBuffer(data, GL_ARRAY_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Simple quad test.
TEST_P(SimpleOperationTest, DrawQuad)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Simple quad test with data in client memory, not vertex buffer.
TEST_P(SimpleOperationTest, DrawQuadFromClientMemory)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawQuad(program.get(), "position", 0.5f, 1.0f, false);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Simple double quad test.
TEST_P(SimpleOperationTest, DrawQuadTwice)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Simple line test.
TEST_P(SimpleOperationTest, DrawLine)
{
// We assume in the test the width and height are equal and we are tracing
// the line from bottom left to top right. Verify that all pixels along that line
// have been traced with green.
ASSERT_EQ(getWindowWidth(), getWindowHeight());
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}};
const GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(vertices.size()));
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
for (int x = 0; x < getWindowWidth(); x++)
{
EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green);
}
}
// Simple line test that will use a very large offset in the vertex attributes.
TEST_P(SimpleOperationTest, DrawLineWithLargeAttribPointerOffset)
{
// We assume in the test the width and height are equal and we are tracing
// the line from bottom left to top right. Verify that all pixels along that line
// have been traced with green.
ASSERT_EQ(getWindowWidth(), getWindowHeight());
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
int kOffset = 3315;
std::vector<Vector3> vertices(kOffset);
Vector3 vector1{-1.0f, -1.0f, 0.0f};
Vector3 vector2{1.0f, 1.0f, 0.0f};
vertices.emplace_back(vector1);
vertices.emplace_back(vector2);
const GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0,
reinterpret_cast<const void *>(kOffset * sizeof(vertices[0])));
glEnableVertexAttribArray(positionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_LINES, 0, 2);
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
for (auto x = 0; x < getWindowWidth(); x++)
{
EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green);
}
}
// Simple line strip test.
TEST_P(SimpleOperationTest, DrawLineStrip)
{
// We assume in the test the width and height are equal and we are tracing
// the line from bottom left to center, then from center to bottom right.
// Verify that all pixels along these lines have been traced with green.
ASSERT_EQ(getWindowWidth(), getWindowHeight());
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
auto vertices =
std::vector<Vector3>{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {1.0f, -1.0f, 0.0f}};
const GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(vertices.size()));
ASSERT_GL_NO_ERROR();
const auto centerX = getWindowWidth() / 2;
const auto centerY = getWindowHeight() / 2;
for (auto x = 0; x < centerX; x++)
{
EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green);
}
for (auto x = centerX, y = centerY - 1; x < getWindowWidth() && y >= 0; x++, y--)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green);
}
}
class TriangleFanDrawTest : public SimpleOperationTest
{
protected:
void testSetUp() override
{
// We assume in the test the width and height are equal and we are tracing
// 2 triangles to cover half the surface like this:
ASSERT_EQ(getWindowWidth(), getWindowHeight());
mProgram.makeRaster(kBasicVertexShader, kGreenFragmentShader);
ASSERT_TRUE(mProgram.valid());
glUseProgram(mProgram);
const GLint positionLocation = glGetAttribLocation(mProgram, "position");
ASSERT_NE(-1, positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(mVertices[0]) * mVertices.size(), mVertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
void readPixels()
{
if (mReadPixels.empty())
{
mReadPixels.resize(getWindowWidth() * getWindowWidth());
}
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
mReadPixels.data());
EXPECT_GL_NO_ERROR();
}
void verifyPixelAt(int x, int y, const GLColor &expected)
{
EXPECT_EQ(mReadPixels[y * getWindowWidth() + x], expected);
}
void verifyTriangles()
{
readPixels();
// Check 4 lines accross de triangles to make sure we filled it.
// Don't check every pixel as it would slow down our tests.
for (auto x = 0; x < getWindowWidth(); x++)
{
verifyPixelAt(x, x, GLColor::green);
}
for (auto x = getWindowWidth() / 3, y = 0; x < getWindowWidth(); x++, y++)
{
verifyPixelAt(x, y, GLColor::green);
}
for (auto x = getWindowWidth() / 2, y = 0; x < getWindowWidth(); x++, y++)
{
verifyPixelAt(x, y, GLColor::green);
}
for (auto x = (getWindowWidth() / 4) * 3, y = 0; x < getWindowWidth(); x++, y++)
{
verifyPixelAt(x, y, GLColor::green);
}
// Area outside triangles
for (auto x = 0; x < getWindowWidth() - 2; x++)
{
verifyPixelAt(x, x + 2, GLColor::red);
}
}
const std::vector<Vector3> mVertices = {{0.0f, 0.0f, 0.0f},
{-1.0f, -1.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
{1.0f, -1.0f, 0.0f},
{1.0f, 1.0f, 0.0f}};
GLBuffer mVertexBuffer;
GLProgram mProgram;
std::vector<GLColor> mReadPixels;
};
// Simple triangle fans test.
TEST_P(TriangleFanDrawTest, DrawTriangleFan)
{
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_FAN, 0, static_cast<GLsizei>(mVertices.size()));
EXPECT_GL_NO_ERROR();
verifyTriangles();
}
// Triangle fans test with index buffer.
TEST_P(TriangleFanDrawTest, DrawTriangleFanElements)
{
std::vector<GLubyte> indices = {0, 1, 2, 3, 4};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
GL_STATIC_DRAW);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLE_FAN, static_cast<GLsizei>(indices.size()), GL_UNSIGNED_BYTE, 0);
EXPECT_GL_NO_ERROR();
verifyTriangles();
}
// Triangle fans test with primitive restart index at the middle.
TEST_P(TriangleFanDrawTest, DrawTriangleFanPrimitiveRestartAtMiddle)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
std::vector<GLubyte> indices = {0, 1, 2, 3, 0xff, 0, 4, 3};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
GL_STATIC_DRAW);
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
glDrawElements(GL_TRIANGLE_FAN, static_cast<GLsizei>(indices.size()), GL_UNSIGNED_BYTE, 0);
EXPECT_GL_NO_ERROR();
verifyTriangles();
}
// Triangle fans test with primitive restart at begin.
TEST_P(TriangleFanDrawTest, DrawTriangleFanPrimitiveRestartAtBegin)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
// Primitive restart index is at middle, but we will use draw call which index offset=4.
std::vector<GLubyte> indices = {0, 1, 2, 3, 0xff, 0, 4, 3};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
GL_STATIC_DRAW);
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_BYTE, 0);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_BYTE,
reinterpret_cast<void *>(sizeof(indices[0]) * 4));
EXPECT_GL_NO_ERROR();
verifyTriangles();
}
// Triangle fans test with primitive restart at end.
TEST_P(TriangleFanDrawTest, DrawTriangleFanPrimitiveRestartAtEnd)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
std::vector<GLubyte> indices = {0, 1, 2, 3, 4, 0xff};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
GL_STATIC_DRAW);
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
glDrawElements(GL_TRIANGLE_FAN, static_cast<GLsizei>(indices.size()), GL_UNSIGNED_BYTE, 0);
EXPECT_GL_NO_ERROR();
verifyTriangles();
}
// Simple repeated draw and swap test.
TEST_P(SimpleOperationTest, DrawQuadAndSwap)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
for (int i = 0; i < 8; ++i)
{
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
swapBuffers();
}
ASSERT_GL_NO_ERROR();
}
// Simple indexed quad test.
TEST_P(SimpleOperationTest, DrawIndexedQuad)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawIndexedQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Simple repeated indexed draw and swap test.
TEST_P(SimpleOperationTest, DrawIndexedQuadAndSwap)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
// 32 iterations is an arbitrary number. The more iterations, the more flaky syncronization
// issues will reproduce consistently.
for (int i = 0; i < 32; ++i)
{
drawIndexedQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
swapBuffers();
}
ASSERT_GL_NO_ERROR();
}
// Draw with a fragment uniform.
TEST_P(SimpleOperationTest, DrawQuadWithFragmentUniform)
{
constexpr char kFS[] =
"uniform mediump vec4 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = color;\n"
"}";
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kFS);
GLint location = glGetUniformLocation(program, "color");
ASSERT_NE(-1, location);
glUseProgram(program);
glUniform4f(location, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Draw with a vertex uniform.
TEST_P(SimpleOperationTest, DrawQuadWithVertexUniform)
{
constexpr char kVS[] =
"attribute vec3 position;\n"
"uniform vec4 color;\n"
"varying vec4 vcolor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 1);\n"
" vcolor = color;\n"
"}";
constexpr char kFS[] =
"varying mediump vec4 vcolor;\n"
"void main()\n"
"{\n"
" gl_FragColor = vcolor;\n"
"}";
ANGLE_GL_PROGRAM(program, kVS, kFS);
const GLint location = glGetUniformLocation(program, "color");
ASSERT_NE(-1, location);
glUseProgram(program);
glUniform4f(location, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Draw with two uniforms.
TEST_P(SimpleOperationTest, DrawQuadWithTwoUniforms)
{
constexpr char kVS[] =
"attribute vec3 position;\n"
"uniform vec4 color1;\n"
"varying vec4 vcolor1;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 1);\n"
" vcolor1 = color1;\n"
"}";
constexpr char kFS[] =
"uniform mediump vec4 color2;\n"
"varying mediump vec4 vcolor1;\n"
"void main()\n"
"{\n"
" gl_FragColor = vcolor1 + color2;\n"
"}";
ANGLE_GL_PROGRAM(program, kVS, kFS);
const GLint location1 = glGetUniformLocation(program, "color1");
ASSERT_NE(-1, location1);
const GLint location2 = glGetUniformLocation(program, "color2");
ASSERT_NE(-1, location2);
glUseProgram(program);
glUniform4f(location1, 0.0f, 1.0f, 0.0f, 1.0f);
glUniform4f(location2, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
}
// Tests a shader program with more than one vertex attribute, with vertex buffers.
TEST_P(SimpleOperationTest, ThreeVertexAttributes)
{
constexpr char kVS[] = R"(attribute vec2 position;
attribute vec4 color1;
attribute vec4 color2;
varying vec4 color;
void main()
{
gl_Position = vec4(position, 0, 1);
color = color1 + color2;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = color;
}
)";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
const GLint color1Loc = glGetAttribLocation(program, "color1");
const GLint color2Loc = glGetAttribLocation(program, "color2");
ASSERT_NE(-1, color1Loc);
ASSERT_NE(-1, color2Loc);
const auto &indices = GetQuadIndices();
// Make colored corners with red == x or 1 -x , and green = y or 1 - y.
std::array<GLColor, 4> baseColors1 = {
{GLColor::black, GLColor::red, GLColor::green, GLColor::yellow}};
std::array<GLColor, 4> baseColors2 = {
{GLColor::yellow, GLColor::green, GLColor::red, GLColor::black}};
std::vector<GLColor> colors1;
std::vector<GLColor> colors2;
for (GLushort index : indices)
{
colors1.push_back(baseColors1[index]);
colors2.push_back(baseColors2[index]);
}
GLBuffer color1Buffer;
glBindBuffer(GL_ARRAY_BUFFER, color1Buffer);
glBufferData(GL_ARRAY_BUFFER, colors1.size() * sizeof(GLColor), colors1.data(), GL_STATIC_DRAW);
glVertexAttribPointer(color1Loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(color1Loc);
GLBuffer color2Buffer;
glBindBuffer(GL_ARRAY_BUFFER, color2Buffer);
glBufferData(GL_ARRAY_BUFFER, colors2.size() * sizeof(GLColor), colors2.data(), GL_STATIC_DRAW);
glVertexAttribPointer(color2Loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(color2Loc);
// Draw a non-indexed quad with all vertex buffers. Should draw yellow to the entire window.
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::yellow);
}
// Creates a 2D texture, no other operations.
TEST_P(SimpleOperationTest, CreateTexture2DNoData)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
// Creates a 2D texture, no other operations.
TEST_P(SimpleOperationTest, CreateTexture2DWithData)
{
std::vector<GLColor> colors(16 * 16, GLColor::red);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
ASSERT_GL_NO_ERROR();
}
// Creates a cube texture, no other operations.
TEST_P(SimpleOperationTest, CreateTextureCubeNoData)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
for (GLenum cubeFace : kCubeFaces)
{
glTexImage2D(cubeFace, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
ASSERT_GL_NO_ERROR();
}
// Creates a cube texture, no other operations.
TEST_P(SimpleOperationTest, CreateTextureCubeWithData)
{
std::vector<GLColor> colors(16 * 16, GLColor::red);
GLTexture texture;
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
for (GLenum cubeFace : kCubeFaces)
{
glTexImage2D(cubeFace, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
}
ASSERT_GL_NO_ERROR();
}
// Creates a program with a texture.
TEST_P(SimpleOperationTest, LinkProgramWithTexture)
{
ASSERT_NE(0u, get2DTexturedQuadProgram());
ASSERT_GL_NO_ERROR();
}
// Creates a program with a 2D texture and renders with it.
TEST_P(SimpleOperationTest, DrawWith2DTexture)
{
std::array<GLColor, 4> colors = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
draw2DTexturedQuad(0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
int w = getWindowWidth() - 2;
int h = getWindowHeight() - 2;
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
}
template <typename T>
void SimpleOperationTest::testDrawElementsLineLoopUsingClientSideMemory(GLenum indexType,
int windowWidth,
int windowHeight)
{
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
// We expect to draw a square with these 4 vertices with a drawArray call.
std::vector<Vector3> vertices;
CreatePixelCenterWindowCoords({{32, 96}, {32, 32}, {96, 32}, {96, 96}}, windowWidth,
windowHeight, &vertices);
// If we use these indices to draw however, we should be drawing an hourglass.
std::vector<T> indices{3, 2, 1, 0};
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_LINE_LOOP, 4, indexType, indices.data());
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
int quarterWidth = windowWidth / 4;
int quarterHeight = windowHeight / 4;
// Bottom left
EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight, GLColor::green);
// Top left
EXPECT_PIXEL_COLOR_EQ(quarterWidth, (quarterHeight * 3), GLColor::green);
// Top right
EXPECT_PIXEL_COLOR_EQ((quarterWidth * 3), (quarterHeight * 3) - 1, GLColor::green);
// Verify line is closed between the 2 last vertices
EXPECT_PIXEL_COLOR_EQ((quarterWidth * 2), quarterHeight, GLColor::green);
}
// Draw a line loop using a drawElement call and client side memory.
TEST_P(SimpleOperationTest, DrawElementsLineLoopUsingUShortClientSideMemory)
{
testDrawElementsLineLoopUsingClientSideMemory<GLushort>(GL_UNSIGNED_SHORT, getWindowWidth(),
getWindowHeight());
}
// Draw a line loop using a drawElement call and client side memory.
TEST_P(SimpleOperationTest, DrawElementsLineLoopUsingUByteClientSideMemory)
{
testDrawElementsLineLoopUsingClientSideMemory<GLubyte>(GL_UNSIGNED_BYTE, getWindowWidth(),
getWindowHeight());
}
// Creates a program with a cube texture and renders with it.
TEST_P(SimpleOperationTest, DrawWithCubeTexture)
{
std::array<Vector2, 6 * 4> positions = {{
{0, 1}, {1, 1}, {1, 2}, {0, 2} /* first face */,
{1, 0}, {2, 0}, {2, 1}, {1, 1} /* second face */,
{1, 1}, {2, 1}, {2, 2}, {1, 2} /* third face */,
{1, 2}, {2, 2}, {2, 3}, {1, 3} /* fourth face */,
{2, 1}, {3, 1}, {3, 2}, {2, 2} /* fifth face */,
{3, 1}, {4, 1}, {4, 2}, {3, 2} /* sixth face */,
}};
const float w4 = 1.0f / 4.0f;
const float h3 = 1.0f / 3.0f;
// This draws a "T" shape based on the four faces of the cube. The window is divided into four
// tiles horizontally and three tiles vertically (hence the w4 and h3 variable naming).
for (Vector2 &pos : positions)
{
pos.data()[0] = pos.data()[0] * w4 * 2.0f - 1.0f;
pos.data()[1] = pos.data()[1] * h3 * 2.0f - 1.0f;
}
const Vector3 posX(1, 0, 0);
const Vector3 negX(-1, 0, 0);
const Vector3 posY(0, 1, 0);
const Vector3 negY(0, -1, 0);
const Vector3 posZ(0, 0, 1);
const Vector3 negZ(0, 0, -1);
std::array<Vector3, 6 * 4> coords = {{
posX, posX, posX, posX /* first face */, negX, negX, negX, negX /* second face */,
posY, posY, posY, posY /* third face */, negY, negY, negY, negY /* fourth face */,
posZ, posZ, posZ, posZ /* fifth face */, negZ, negZ, negZ, negZ /* sixth face */,
}};
const std::array<std::array<GLColor, 4>, 6> colors = {{
{GLColor::red, GLColor::red, GLColor::red, GLColor::red},
{GLColor::green, GLColor::green, GLColor::green, GLColor::green},
{GLColor::blue, GLColor::blue, GLColor::blue, GLColor::blue},
{GLColor::yellow, GLColor::yellow, GLColor::yellow, GLColor::yellow},
{GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan},
{GLColor::magenta, GLColor::magenta, GLColor::magenta, GLColor::magenta},
}};
GLTexture texture;
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
for (size_t faceIndex = 0; faceIndex < kCubeFaces.size(); ++faceIndex)
{
glTexImage2D(kCubeFaces[faceIndex], 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
colors[faceIndex].data());
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
constexpr char kVertexShader[] = R"(attribute vec2 pos;
attribute vec3 coord;
varying vec3 texCoord;
void main()
{
gl_Position = vec4(pos, 0, 1);
texCoord = coord;
})";
constexpr char kFragmentShader[] = R"(precision mediump float;
varying vec3 texCoord;
uniform samplerCube tex;
void main()
{
gl_FragColor = textureCube(tex, texCoord);
})";
ANGLE_GL_PROGRAM(program, kVertexShader, kFragmentShader);
GLint samplerLoc = glGetUniformLocation(program, "tex");
ASSERT_EQ(samplerLoc, 0);
glUseProgram(program);
GLint posLoc = glGetAttribLocation(program, "pos");
ASSERT_NE(-1, posLoc);
GLint coordLoc = glGetAttribLocation(program, "coord");
ASSERT_NE(-1, coordLoc);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(Vector2), positions.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
GLBuffer coordBuffer;
glBindBuffer(GL_ARRAY_BUFFER, coordBuffer);
glBufferData(GL_ARRAY_BUFFER, coords.size() * sizeof(Vector3), coords.data(), GL_STATIC_DRAW);
glVertexAttribPointer(coordLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(coordLoc);
auto quadIndices = GetQuadIndices();
std::array<GLushort, 6 * 6> kElementsData;
for (GLushort quadIndex = 0; quadIndex < 6; ++quadIndex)
{
for (GLushort elementIndex = 0; elementIndex < 6; ++elementIndex)
{
kElementsData[quadIndex * 6 + elementIndex] = quadIndices[elementIndex] + 4 * quadIndex;
}
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLBuffer elementBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, kElementsData.size() * sizeof(GLushort),
kElementsData.data(), GL_STATIC_DRAW);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(kElementsData.size()), GL_UNSIGNED_SHORT,
nullptr);
ASSERT_GL_NO_ERROR();
for (int faceIndex = 0; faceIndex < 6; ++faceIndex)
{
int index = faceIndex * 4;
Vector2 center = (positions[index] + positions[index + 1] + positions[index + 2] +
positions[index + 3]) /
4.0f;
center *= 0.5f;
center += Vector2(0.5f);
center *= Vector2(getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(center.x()), static_cast<GLint>(center.y()),
colors[faceIndex][0]);
}
}
// Tests rendering to a user framebuffer.
TEST_P(SimpleOperationTest, RenderToTexture)
{
constexpr int kSize = 16;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glViewport(0, 0, kSize, kSize);
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Create a simple basic Renderbuffer.
TEST_P(SimpleOperationTest, CreateRenderbuffer)
{
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
ASSERT_GL_NO_ERROR();
}
// Render to a simple color Renderbuffer.
TEST_P(SimpleOperationTest, RenderbufferAttachment)
{
constexpr int kSize = 16;
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glViewport(0, 0, kSize, kSize);
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests that using desktop GL_QUADS/GL_POLYGONS enums generate the correct error.
TEST_P(SimpleOperationTest, PrimitiveModeNegativeTest)
{
// Draw a correct quad.
ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
// Tests that TRIANGLES works.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Tests that specific invalid enums don't work.
glDrawArrays(static_cast<GLenum>(7), 0, 6);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glDrawArrays(static_cast<GLenum>(8), 0, 6);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glDrawArrays(static_cast<GLenum>(9), 0, 6);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Verify we don't crash when attempting to draw using GL_TRIANGLES without a program bound.
TEST_P(SimpleOperationTest31, DrawTrianglesWithoutProgramBound)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
// Verify we don't crash when attempting to draw using GL_LINE_STRIP_ADJACENCY without a program
// bound.
TEST_P(SimpleOperationTest31, DrawLineStripAdjacencyWithoutProgramBound)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_geometry_shader"));
glDrawArrays(GL_LINE_STRIP_ADJACENCY, 0, 10);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3_AND(
SimpleOperationTest,
WithMetalForcedBufferGPUStorage(ES3_METAL()),
WithMetalMemoryBarrierAndCheapRenderPass(ES3_METAL(),
/* hasBarrier */ false,
/* cheapRenderPass */ false),
WithNoVulkanViewportFlip(ES2_VULKAN()));
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3_AND(
TriangleFanDrawTest,
WithMetalForcedBufferGPUStorage(ES3_METAL()),
WithMetalMemoryBarrierAndCheapRenderPass(ES3_METAL(),
/* hasBarrier */ false,
/* cheapRenderPass */ false),
WithNoVulkanViewportFlip(ES2_VULKAN()));
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3_AND_ES31(SimpleOperationTest31);
} // namespace