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

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  • Author : Olli Etuaho
    Date : 2017-09-18 13:32:29
    Hash : a20af6d7
    Message : Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/gl_tests/IndexBufferOffsetTest.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.
    //
    
    // IndexBufferOffsetTest.cpp: Test glDrawElements with an offset and an index buffer
    
    #include "system_utils.h"
    #include "test_utils/ANGLETest.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 =
                R"(precision highp float;
                attribute vec2 position;
    
                void main()
                {
                    gl_Position = vec4(position, 0.0, 1.0);
                })";
    
            const std::string fragmentShaderSource =
                R"(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<void *>(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<void *>(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());