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kc3-lang/angle/src/tests/gl_tests/DrawElementsTest.cpp

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  • Author : Brandon Jones
    Date : 2017-07-21 08:39:17
    Hash : ed5b46f1
    Message : Add additional ES2 and WebGL 1.0 Validation Adds validation for various cases. Adds corresponding unit tests. Change-Id: I9451d286bcf2d6fa32de495e5d0bdec1eb5c955d Reviewed-on: https://chromium-review.googlesource.com/633157 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/DrawElementsTest.cpp
  • //
    // 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;
    };
    
    // Test no error is generated when using client-side arrays, indices = nullptr and count = 0
    TEST_P(DrawElementsTest, ClientSideNullptrArrayZeroCount)
    {
        const std::string &vert =
            "attribute vec3 a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        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();
    
        glDrawElements(GL_TRIANGLES, 1, GL_UNSIGNED_BYTE, nullptr);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        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)
    {
        // Init program
        const std::string &vertexShader =
            "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"
            "}";
    
        const std::string &fragmentShader =
            "varying highp vec2 v_data;\n"
            "void main() {\n"
            "  gl_FragColor = vec4(v_data, 0, 1);\n"
            "}";
    
        mProgram = CompileProgram(vertexShader, fragmentShader);
        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(DrawElementsTest, DrawElementsTypeAlignment)
    {
        const std::string &vert =
            "attribute vec3 a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        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 GLubyte indices2[] = {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(DrawElementsTest, ES3_OPENGL(), ES3_OPENGLES());
    }