Hash :
1be913cf
Author :
Date :
2016-07-11T17:59:16
Add support for ES31 context creation The dEQP test for context creation passes. SH_WEBGL3_SPEC has been added, but it should be considered whether we should keep it, remove it or rename it. It was added so that there is a webgl mapping to es 310 shaders. Check Compiler.cpp. The bison file has been modified so that some tokens from es3 can be also used in es31 as well. A separate macro ES3_1_ONLY is added so that some tokens are limited only for es 310 shaders. BUG=angleproject:1442 TEST=angle_unittests Change-Id: I2e5ca227c96046c30dc796ab934f3fda9c533eba Reviewed-on: https://chromium-review.googlesource.com/360300 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@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.
//
// IndexBufferOffsetTest.cpp: Test glDrawElements with an offset and an index buffer
#include "test_utils/ANGLETest.h"
#include "system_utils.h"
using namespace angle;
class IndexBufferOffsetTest : public ANGLETest
{
protected:
IndexBufferOffsetTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
const std::string vertexShaderSource =
SHADER_SOURCE(precision highp float; attribute vec2 position;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
});
const std::string fragmentShaderSource =
SHADER_SOURCE(precision highp float; uniform vec4 color;
void main()
{
gl_FragColor = color;
});
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
ASSERT_NE(0u, mProgram);
mColorUniformLocation = glGetUniformLocation(mProgram, "color");
mPositionAttributeLocation = glGetAttribLocation(mProgram, "position");
const GLfloat vertices[] =
{
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
1.0f, 1.0f
};
glGenBuffers(1, &mVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &mIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
}
void TearDown() override
{
glDeleteBuffers(1, &mVertexBuffer);
glDeleteBuffers(1, &mIndexBuffer);
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
void runTest(GLenum type, int typeWidth, void *indexData)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLuint nullIndexData[] = {0, 0, 0, 0, 0, 0};
size_t indexDataWidth = 6 * typeWidth;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * indexDataWidth, nullptr, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexDataWidth, nullIndexData);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indexDataWidth, indexDataWidth, indexData);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 2 * indexDataWidth, indexDataWidth, nullIndexData);
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glVertexAttribPointer(mPositionAttributeLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(mPositionAttributeLocation);
glUniform4f(mColorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
for (int i = 0; i < 16; i++)
{
glDrawElements(GL_TRIANGLES, 6, type, reinterpret_cast<GLvoid *>(indexDataWidth));
EXPECT_PIXEL_EQ(64, 64, 255, 0, 0, 255);
}
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indexDataWidth, indexDataWidth, nullIndexData);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 2 * indexDataWidth, indexDataWidth, indexData);
glUniform4f(mColorUniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
glDrawElements(GL_TRIANGLES, 6, type, reinterpret_cast<GLvoid *>(indexDataWidth * 2));
EXPECT_PIXEL_EQ(64, 64, 0, 255, 0, 255);
EXPECT_GL_NO_ERROR();
swapBuffers();
}
GLuint mProgram;
GLint mColorUniformLocation;
GLint mPositionAttributeLocation;
GLuint mVertexBuffer;
GLuint mIndexBuffer;
};
// Test using an offset for an UInt8 index buffer
TEST_P(IndexBufferOffsetTest, UInt8Index)
{
GLubyte indexData[] = {0, 1, 2, 1, 2, 3};
runTest(GL_UNSIGNED_BYTE, 1, indexData);
}
// Test using an offset for an UInt16 index buffer
TEST_P(IndexBufferOffsetTest, UInt16Index)
{
GLushort indexData[] = {0, 1, 2, 1, 2, 3};
runTest(GL_UNSIGNED_SHORT, 2, indexData);
}
// Test using an offset for an UInt32 index buffer
TEST_P(IndexBufferOffsetTest, UInt32Index)
{
if (getClientMajorVersion() < 3 && !extensionEnabled("GL_OES_element_index_uint"))
{
std::cout << "Test skipped because ES3 or GL_OES_element_index_uint is not available." << std::endl;
return;
}
GLuint indexData[] = {0, 1, 2, 1, 2, 3};
runTest(GL_UNSIGNED_INT, 4, indexData);
}
ANGLE_INSTANTIATE_TEST(IndexBufferOffsetTest,
ES2_D3D9(),
ES2_D3D11(),
ES3_D3D11(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());