Hash :
6276b922
Author :
Date :
2017-09-25T02:35:57
Vulkan: Implement basic uniform shader parsing. This is a first step at implementing uniforms with descriptor sets. It does not actually bind uniforms and upload data, but it does implement uniform shader parsing. Uniforms are gathered into a single uniform block which is bound to set 0, with binding 0 for vertex uniforms and binding 1 for fragment uniforms. Also adds a ReplaceSubstring helper to string_utils. Also removes the precision writing from OutputVulkanGLSL since this was generating warnings with glslang. BUG=angleproject:2167 Change-Id: I9ec8351ec1973e583100f99292b0080ee968067b Reviewed-on: https://chromium-review.googlesource.com/699938 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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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.
//
// SimpleOperationTest:
// Basic GL commands such as linking a program, initializing a buffer, etc.
#include "test_utils/ANGLETest.h"
#include <vector>
#include "random_utils.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
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);
};
void SimpleOperationTest::verifyBuffer(const std::vector<uint8_t> &data, GLenum binding)
{
if (!extensionEnabled("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);
}
TEST_P(SimpleOperationTest, CompileVertexShader)
{
const std::string source =
R"(attribute vec4 a_input;
void main()
{
gl_Position = a_input;
})";
GLuint shader = CompileShader(GL_VERTEX_SHADER, source);
EXPECT_NE(shader, 0u);
glDeleteShader(shader);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, CompileFragmentShader)
{
const std::string source =
R"(precision mediump float;
varying vec4 v_input;
void main()
{
gl_FragColor = v_input;
})";
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
EXPECT_NE(shader, 0u);
glDeleteShader(shader);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgram)
{
const std::string vsSource =
R"(void main()
{
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
})";
const std::string fsSource =
R"(void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
})";
GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgramWithUniforms)
{
const std::string vsSource =
R"(void main()
{
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
})";
const std::string fsSource =
R"(precision mediump float;
uniform vec4 u_input;
void main()
{
gl_FragColor = u_input;
})";
GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
GLint uniformLoc = glGetUniformLocation(program, "u_input");
EXPECT_NE(-1, uniformLoc);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgramWithAttributes)
{
const std::string vsSource =
R"(attribute vec4 a_input;
void main()
{
gl_Position = a_input;
})";
const std::string fsSource =
R"(void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
})";
GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
GLint attribLoc = glGetAttribLocation(program, "a_input");
EXPECT_NE(-1, attribLoc);
glDeleteProgram(program);
EXPECT_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);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferDataWithNoData)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
EXPECT_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);
EXPECT_GL_NO_ERROR();
}
// Simple quad test.
TEST_P(SimpleOperationTest, DrawQuad)
{
const std::string &vertexShader =
"attribute vec3 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 1);\n"
"}";
const std::string &fragmentShader =
"void main()\n"
"{\n"
" gl_FragColor = vec4(0, 1, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Simple repeated draw and swap test.
TEST_P(SimpleOperationTest, DrawQuadAndSwap)
{
const std::string &vertexShader =
"attribute vec3 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 1);\n"
"}";
const std::string &fragmentShader =
"void main()\n"
"{\n"
" gl_FragColor = vec4(0, 1, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
for (int i = 0; i < 8; ++i)
{
drawQuad(program.get(), "position", 0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
swapBuffers();
}
EXPECT_GL_NO_ERROR();
}
// Simple indexed quad test.
TEST_P(SimpleOperationTest, DrawIndexedQuad)
{
const std::string vertexShader =
"attribute vec3 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 1);\n"
"}";
const std::string fragmentShader =
"void main()\n"
"{\n"
" gl_FragColor = vec4(0, 1, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
drawIndexedQuad(program.get(), "position", 0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests a shader program with more than one vertex attribute, with vertex buffers.
TEST_P(SimpleOperationTest, ThreeVertexAttributes)
{
const std::string vertexShader =
R"(attribute vec2 position;
attribute vec4 color1;
attribute vec4 color2;
varying vec4 color;
void main()
{
gl_Position = vec4(position, 0, 1);
color = color1 + color2;
})";
const std::string fragmentShader =
R"(precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = color;
}
)";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
glUseProgram(program);
GLint color1Loc = glGetAttribLocation(program, "color1");
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 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 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();
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(SimpleOperationTest,
ES2_D3D9(),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
ES3_D3D11(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES(),
ES2_VULKAN());
} // namespace