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

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  • Author : Gregoire Payen de La Garanderie
    Date : 2015-01-23 15:46:22
    Hash : 4b3a29e2
    Message : Resize buffer storage on getLatestBufferStorage if needed. BUG=angle:897 Change-Id: I3d6079b718bb5dd61cbd3098694204aae9bbc932 Reviewed-on: https://chromium-review.googlesource.com/243152 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Gregoire Payen de La Garanderie <Gregory.Payen@imgtec.com>

  • tests/angle_tests/BufferDataTest.cpp
  • #include "ANGLETest.h"
    
    #include <cstdint>
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_TYPED_TEST_CASE(BufferDataTest, ES2_D3D9, ES2_D3D11);
    
    template<typename T>
    class BufferDataTest : public ANGLETest
    {
      protected:
          BufferDataTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
        {
            setWindowWidth(16);
            setWindowHeight(16);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
    
            mBuffer = 0;
            mProgram = 0;
            mAttribLocation = -1;
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const char * vsSource = SHADER_SOURCE
            (
                attribute vec4 position;
                attribute float in_attrib;
                varying float v_attrib;
                void main()
                {
                    v_attrib = in_attrib;
                    gl_Position = position;
                }
            );
    
            const char * fsSource = SHADER_SOURCE
            (
                precision mediump float;
                varying float v_attrib;
                void main()
                {
                    gl_FragColor = vec4(v_attrib, 0, 0, 1);
                }
            );
    
            glGenBuffers(1, &mBuffer);
            ASSERT_NE(mBuffer, 0U);
    
            mProgram = CompileProgram(vsSource, fsSource);
            ASSERT_NE(mProgram, 0U);
    
            mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
            ASSERT_NE(mAttribLocation, -1);
    
            glClearColor(0, 0, 0, 0);
            glClearDepthf(0.0);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            glDisable(GL_DEPTH_TEST);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteBuffers(1, &mBuffer);
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mBuffer;
        GLuint mProgram;
        GLint mAttribLocation;
    };
    
    TYPED_TEST(BufferDataTest, NULLData)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        EXPECT_GL_NO_ERROR();
    
        const int numIterations = 128;
        for (int i = 0; i < numIterations; ++i)
        {
            GLsizei bufferSize = sizeof(GLfloat) * (i + 1);
            glBufferData(GL_ARRAY_BUFFER, bufferSize, NULL, GL_STATIC_DRAW);
            EXPECT_GL_NO_ERROR();
    
            for (int j = 0; j < bufferSize; j++)
            {
                for (int k = 0; k < bufferSize - j; k++)
                {
                    glBufferSubData(GL_ARRAY_BUFFER, k, j, NULL);
                    EXPECT_GL_NO_ERROR();
                }
            }
        }
    }
    
    TYPED_TEST(BufferDataTest, ZeroNonNULLData)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        EXPECT_GL_NO_ERROR();
    
        char *zeroData = new char[0];
        glBufferData(GL_ARRAY_BUFFER, 0, zeroData, GL_STATIC_DRAW);
        EXPECT_GL_NO_ERROR();
    
        glBufferSubData(GL_ARRAY_BUFFER, 0, 0, zeroData);
        EXPECT_GL_NO_ERROR();
    
        delete [] zeroData;
    }
    
    TYPED_TEST(BufferDataTest, NULLResolvedData)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_DYNAMIC_DRAW);
    
        glUseProgram(mProgram);
        glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 4, NULL);
        glEnableVertexAttribArray(mAttribLocation);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    
        drawQuad(mProgram, "position", 0.5f);
    }
    
    // Tests that a huge allocation returns GL_OUT_OF_MEMORY
    // TODO(jmadill): Figure out how to test this reliably on the Chromium bots
    TYPED_TEST(BufferDataTest, DISABLED_HugeSetDataShouldNotCrash)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        EXPECT_GL_NO_ERROR();
    
        GLsizei allocSize = std::numeric_limits<GLsizei>::max() >> 2;
    
        uint8_t *data = NULL;
        while (data == NULL && allocSize >= 4)
        {
            data = new (std::nothrow) uint8_t[allocSize];
    
            if (data == NULL)
            {
                allocSize >>= 1;
            }
        }
    
        ASSERT_NE(static_cast<uint8_t*>(NULL), data);
        memset(data, 0, allocSize);
    
        float * fValue = reinterpret_cast<float*>(data);
        for (unsigned int f = 0; f < 6; f++)
        {
            fValue[f] = 1.0f;
        }
    
        glBufferData(GL_ARRAY_BUFFER, allocSize, data, GL_STATIC_DRAW);
    
        GLenum error = glGetError();
        if (error == GL_NO_ERROR)
        {
            // If we didn't fail because of an out of memory error, try drawing a quad
            // using the large buffer
    
            // DISABLED because it takes a long time, but left for posterity
    
            //glUseProgram(mProgram);
            //glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 4, NULL);
            //glEnableVertexAttribArray(mAttribLocation);
            //glBindBuffer(GL_ARRAY_BUFFER, 0);
            //drawQuad(mProgram, "position", 0.5f);
            //swapBuffers();
    
            //// Draw operations can also generate out-of-memory, which is in-spec
            //error = glGetError();
            //if (error == GL_NO_ERROR)
            //{
            //    GLint viewportSize[4];
            //    glGetIntegerv(GL_VIEWPORT, viewportSize);
    
            //    GLint midPixelX = (viewportSize[0] + viewportSize[2]) / 2;
            //    GLint midPixelY = (viewportSize[1] + viewportSize[3]) / 2;
    
            //    EXPECT_PIXEL_EQ(midPixelX, midPixelY, 255, 0, 0, 255);
            //}
            //else
            //{
            //    EXPECT_EQ(GL_OUT_OF_MEMORY, error);
            //}
        }
        else
        {
            EXPECT_EQ(GL_OUT_OF_MEMORY, error);
        }
    
        delete[] data;
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_TYPED_TEST_CASE(IndexedBufferCopyTest, ES3_D3D11);
    
    template<typename T>
    class IndexedBufferCopyTest : public ANGLETest
    {
      protected:
        IndexedBufferCopyTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
        {
            setWindowWidth(16);
            setWindowHeight(16);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const char * vsSource = SHADER_SOURCE
            (
                attribute vec3 in_attrib;
                varying vec3 v_attrib;
                void main()
                {
                    v_attrib = in_attrib;
                    gl_Position = vec4(0.0, 0.0, 0.5, 1.0);
                    gl_PointSize = 100.0;
                }
            );
    
            const char * fsSource = SHADER_SOURCE
            (
                precision mediump float;
                varying vec3 v_attrib;
                void main()
                {
                    gl_FragColor = vec4(v_attrib, 1);
                }
            );
    
            glGenBuffers(2, mBuffers);
            ASSERT_NE(mBuffers[0], 0U);
            ASSERT_NE(mBuffers[1], 0U);
    
            glGenBuffers(1, &mElementBuffer);
            ASSERT_NE(mElementBuffer, 0U);
    
            mProgram = CompileProgram(vsSource, fsSource);
            ASSERT_NE(mProgram, 0U);
    
            mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
            ASSERT_NE(mAttribLocation, -1);
    
            glClearColor(0, 0, 0, 0);
            glDisable(GL_DEPTH_TEST);
            glClear(GL_COLOR_BUFFER_BIT);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteBuffers(2, mBuffers);
            glDeleteBuffers(1, &mElementBuffer);
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mBuffers[2];
        GLuint mElementBuffer;
        GLuint mProgram;
        GLint mAttribLocation;
    };
    
    // The following test covers an ANGLE bug where our index ranges
    // weren't updated from CopyBufferSubData calls
    // https://code.google.com/p/angleproject/issues/detail?id=709
    TYPED_TEST(IndexedBufferCopyTest, IndexRangeBug)
    {
        unsigned char vertexData[] = { 255, 0, 0, 0, 0, 0 };
        unsigned int indexData[] = { 0, 1 };
    
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[0]);
        glBufferData(GL_ARRAY_BUFFER, sizeof(char) * 6, vertexData, GL_STATIC_DRAW);
    
        glUseProgram(mProgram);
        glVertexAttribPointer(mAttribLocation, 3, GL_UNSIGNED_BYTE, GL_TRUE, 3, NULL);
        glEnableVertexAttribArray(mAttribLocation);
    
        ASSERT_GL_NO_ERROR();
    
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mElementBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * 1, indexData, GL_STATIC_DRAW);
    
        glUseProgram(mProgram);
    
        ASSERT_GL_NO_ERROR();
    
        glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, NULL);
    
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        glBindBuffer(GL_COPY_READ_BUFFER, mBuffers[1]);
        glBufferData(GL_COPY_READ_BUFFER, 4, &indexData[1], GL_STATIC_DRAW);
    
        glBindBuffer(GL_COPY_WRITE_BUFFER, mElementBuffer);
    
        glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(int));
    
        ASSERT_GL_NO_ERROR();
    
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
    
        unsigned char newData[] = { 0, 255, 0 };
        glBufferSubData(GL_ARRAY_BUFFER, 3, 3, newData);
    
        glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, NULL);
    
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_TYPED_TEST_CASE(BufferDataTestES3, ES3_D3D11);
    
    template<typename T>
    class BufferDataTestES3 : public BufferDataTest<T>
    {
    };
    
    // The following test covers an ANGLE bug where the buffer storage
    // is not resized by Buffer11::getLatestBufferStorage when needed.
    // https://code.google.com/p/angleproject/issues/detail?id=897
    TYPED_TEST(BufferDataTestES3, BufferResizing)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        ASSERT_GL_NO_ERROR();
    
        // Allocate a buffer with one byte
        uint8_t singleByte[] = { 0xaa };
        glBufferData(GL_ARRAY_BUFFER, 1, singleByte, GL_STATIC_DRAW);
    
        // Resize the buffer
        // To trigger the bug, the buffer need to be big enough because some hardware copy buffers
        // by chunks of pages instead of the minimum number of bytes neeeded.
        const size_t numBytes = 4096*4;
        glBufferData(GL_ARRAY_BUFFER, numBytes, NULL, GL_STATIC_DRAW);
    
        // Copy the original data to the buffer
        uint8_t srcBytes[numBytes];
        for (size_t i = 0; i < numBytes; ++i)
        {
            srcBytes[i] = i;
        }
    
        void *dest = glMapBufferRange(GL_ARRAY_BUFFER, 0, numBytes, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
    
        ASSERT_GL_NO_ERROR();
    
        memcpy(dest, srcBytes, numBytes);
        glUnmapBuffer(GL_ARRAY_BUFFER);
    
        EXPECT_GL_NO_ERROR();
    
        // Create a new buffer and copy the data to it
        GLuint readBuffer;
        glGenBuffers(1, &readBuffer);
        glBindBuffer(GL_COPY_WRITE_BUFFER, readBuffer);
        uint8_t zeros[numBytes];
        for (size_t i = 0; i < numBytes; ++i)
        {
            zeros[i] = 0;
        }
        glBufferData(GL_COPY_WRITE_BUFFER, numBytes, zeros, GL_STATIC_DRAW);
        glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, numBytes);
    
        ASSERT_GL_NO_ERROR();
    
        // Read back the data and compare it to the original
        uint8_t *data = reinterpret_cast<uint8_t*>(glMapBufferRange(GL_COPY_WRITE_BUFFER, 0, numBytes, GL_MAP_READ_BIT));
    
        ASSERT_GL_NO_ERROR();
    
        for (size_t i = 0; i < numBytes; ++i)
        {
            EXPECT_EQ(srcBytes[i], data[i]);
        }
        glUnmapBuffer(GL_COPY_WRITE_BUFFER);
    
        glDeleteBuffers(1, &readBuffer);
    
        EXPECT_GL_NO_ERROR();
    }