Hash :
1a01b4b3
Author :
Date :
2019-11-11T16:41:07
Refactor end2end test macros This is a foundational CL to enabling the end2end tests on swiftshader. Refactored infrastructure with new ANGLE_INSTANTIATE_TEST_ES* macros that will run tests over all various combinations of all platforms for different ES versions. Just skipping failing tests initially to get the refactor landed. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I017f6c3267179e49b6ae08cc7488096b423dcdb5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1904635 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
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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.
//
// DrawElementsTest:
// Tests for indexed draws.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class DrawElementsTest : public ANGLETest
{
protected:
DrawElementsTest() : mProgram(0u)
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
}
~DrawElementsTest()
{
for (GLuint indexBuffer : mIndexBuffers)
{
if (indexBuffer != 0)
{
glDeleteBuffers(1, &indexBuffer);
}
}
for (GLuint vertexArray : mVertexArrays)
{
if (vertexArray != 0)
{
glDeleteVertexArrays(1, &vertexArray);
}
}
for (GLuint vertexBuffer : mVertexBuffers)
{
if (vertexBuffer != 0)
{
glDeleteBuffers(1, &vertexBuffer);
}
}
if (mProgram != 0u)
{
glDeleteProgram(mProgram);
}
}
std::vector<GLuint> mIndexBuffers;
std::vector<GLuint> mVertexArrays;
std::vector<GLuint> mVertexBuffers;
GLuint mProgram;
};
class WebGLDrawElementsTest : public DrawElementsTest
{
public:
WebGLDrawElementsTest() { setWebGLCompatibilityEnabled(true); }
};
// Test no error is generated when using client-side arrays, indices = nullptr and count = 0
TEST_P(DrawElementsTest, ClientSideNullptrArrayZeroCount)
{
constexpr char kVS[] =
"attribute vec3 a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Blue());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
ASSERT_GL_NO_ERROR();
// "If drawElements is called with a count greater than zero, and no WebGLBuffer is bound to the
// ELEMENT_ARRAY_BUFFER binding point, an INVALID_OPERATION error is generated."
glDrawElements(GL_TRIANGLES, 1, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// count == 0 so it's fine to have no element array buffer bound.
glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
// Test a state desync that can occur when using a streaming index buffer in GL in concert with
// deleting the applied index buffer.
TEST_P(DrawElementsTest, DeletingAfterStreamingIndexes)
{
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
// Init program
constexpr char kVS[] =
"attribute vec2 position;\n"
"attribute vec2 testFlag;\n"
"varying vec2 v_data;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" v_data = testFlag;\n"
"}";
constexpr char kFS[] =
"varying highp vec2 v_data;\n"
"void main() {\n"
" gl_FragColor = vec4(v_data, 0, 1);\n"
"}";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram);
glUseProgram(mProgram);
GLint positionLocation = glGetAttribLocation(mProgram, "position");
ASSERT_NE(-1, positionLocation);
GLint testFlagLocation = glGetAttribLocation(mProgram, "testFlag");
ASSERT_NE(-1, testFlagLocation);
mIndexBuffers.resize(3u);
glGenBuffers(3, &mIndexBuffers[0]);
mVertexArrays.resize(2);
glGenVertexArrays(2, &mVertexArrays[0]);
mVertexBuffers.resize(2);
glGenBuffers(2, &mVertexBuffers[0]);
std::vector<GLuint> indexData[2];
indexData[0].push_back(0);
indexData[0].push_back(1);
indexData[0].push_back(2);
indexData[0].push_back(2);
indexData[0].push_back(3);
indexData[0].push_back(0);
indexData[1] = indexData[0];
for (GLuint &item : indexData[1])
{
item += 4u;
}
std::vector<GLfloat> positionData;
// quad verts
positionData.push_back(-1.0f);
positionData.push_back(1.0f);
positionData.push_back(-1.0f);
positionData.push_back(-1.0f);
positionData.push_back(1.0f);
positionData.push_back(-1.0f);
positionData.push_back(1.0f);
positionData.push_back(1.0f);
// Repeat position data
positionData.push_back(-1.0f);
positionData.push_back(1.0f);
positionData.push_back(-1.0f);
positionData.push_back(-1.0f);
positionData.push_back(1.0f);
positionData.push_back(-1.0f);
positionData.push_back(1.0f);
positionData.push_back(1.0f);
std::vector<GLfloat> testFlagData;
// red
testFlagData.push_back(1.0f);
testFlagData.push_back(0.0f);
testFlagData.push_back(1.0f);
testFlagData.push_back(0.0f);
testFlagData.push_back(1.0f);
testFlagData.push_back(0.0f);
testFlagData.push_back(1.0f);
testFlagData.push_back(0.0f);
// green
testFlagData.push_back(0.0f);
testFlagData.push_back(1.0f);
testFlagData.push_back(0.0f);
testFlagData.push_back(1.0f);
testFlagData.push_back(0.0f);
testFlagData.push_back(1.0f);
testFlagData.push_back(0.0f);
testFlagData.push_back(1.0f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[0].size(), &indexData[0][0],
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[2]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[0].size(), &indexData[0][0],
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[1].size(), &indexData[1][0],
GL_STATIC_DRAW);
// Initialize first vertex array with second index buffer
glBindVertexArray(mVertexArrays[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[1]);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * testFlagData.size(), &testFlagData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(testFlagLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(testFlagLocation);
// Initialize second vertex array with first index buffer
glBindVertexArray(mVertexArrays[1]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[0]);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[1]);
glVertexAttribPointer(testFlagLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(testFlagLocation);
ASSERT_GL_NO_ERROR();
glBindVertexArray(mVertexArrays[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
glBindVertexArray(mVertexArrays[1]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
glBindVertexArray(mVertexArrays[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
// Trigger the bug here.
glDeleteBuffers(1, &mIndexBuffers[2]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
ASSERT_GL_NO_ERROR();
}
// Test that the offset in the index buffer is forced to be a multiple of the element size
TEST_P(WebGLDrawElementsTest, DrawElementsTypeAlignment)
{
constexpr char kVS[] =
"attribute vec3 a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Blue());
GLint posLocation = glGetAttribLocation(program, "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program);
const auto &vertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
GLBuffer indexBuffer;
const GLubyte indices1[] = {0, 0, 0, 0, 0, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices1), indices1, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
const char *zeroIndices = nullptr;
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, zeroIndices);
ASSERT_GL_NO_ERROR();
const GLushort indices2[] = {0, 0, 0, 0, 0, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices2), indices2, GL_STATIC_DRAW);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, zeroIndices + 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
ANGLE_INSTANTIATE_TEST_ES3(DrawElementsTest);
ANGLE_INSTANTIATE_TEST_ES2(WebGLDrawElementsTest);
} // namespace