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kc3-lang/angle/src/tests/gl_tests/IndexedPointsTest.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/IndexedPointsTest.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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    template <typename IndexType, GLenum IndexTypeName>
    class IndexedPointsTest : public ANGLETest
    {
      protected:
        IndexedPointsTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        float getIndexPositionX(size_t idx) { return (idx == 0 || idx == 3) ? -0.5f : 0.5f; }
    
        float getIndexPositionY(size_t idx) { return (idx == 2 || idx == 3) ? -0.5f : 0.5f; }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource =
                R"(precision highp float;
                attribute vec2 position;
    
                void main() {
                    gl_PointSize = 5.0;
                    gl_Position  = vec4(position, 0.0, 1.0);
                })";
    
            const std::string fragmentShaderSource =
                R"(precision highp float;
    
                void main()
                {
                    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                })";
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            ASSERT_NE(0u, mProgram);
    
            const std::string vertexShaderSource2 =
                R"(precision highp float;
                attribute vec2 position;
                attribute vec4 color;
                varying vec4 vcolor;
    
                void main() {
                    gl_PointSize = 5.0;
                    gl_Position  = vec4(position, 0.0, 1.0);
                    vcolor       = color;
                })";
    
            const std::string fragmentShaderSource2 =
                R"(precision highp float;
                varying vec4 vcolor;
    
                void main()
                {
                    gl_FragColor = vec4(vcolor.xyz, 1.0);
                })";
    
            mVertexWithColorBufferProgram = CompileProgram(vertexShaderSource2, fragmentShaderSource2);
            ASSERT_NE(0u, mVertexWithColorBufferProgram);
    
            // Construct a vertex buffer of position values and color values
            // contained in a single structure
            const float verticesWithColor[] = {
                getIndexPositionX(0), getIndexPositionY(0), 0.0f, 1.0f, 0.0f,
                getIndexPositionX(2), getIndexPositionY(2), 0.0f, 1.0f, 0.0f,
                getIndexPositionX(1), getIndexPositionY(1), 0.0f, 1.0f, 0.0f,
                getIndexPositionX(3), getIndexPositionY(3), 0.0f, 1.0f, 0.0f,
            };
    
            glGenBuffers(1, &mVertexWithColorBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mVertexWithColorBuffer);
            glBufferData(GL_ARRAY_BUFFER, sizeof(verticesWithColor), &verticesWithColor[0],
                         GL_STATIC_DRAW);
    
            // Construct a vertex buffer of position values only
            const GLfloat vertices[] = {
                getIndexPositionX(0), getIndexPositionY(0), getIndexPositionX(2), getIndexPositionY(2),
                getIndexPositionX(1), getIndexPositionY(1), getIndexPositionX(3), getIndexPositionY(3),
            };
            glGenBuffers(1, &mVertexBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
            glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices[0], GL_STATIC_DRAW);
    
            // The indices buffer is shared between both variations of tests
            const IndexType indices[] = {0, 2, 1, 3};
            glGenBuffers(1, &mIndexBuffer);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
            glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), &indices[0], GL_STATIC_DRAW);
        }
    
        virtual void TearDown()
        {
            glDeleteBuffers(1, &mVertexBuffer);
            glDeleteBuffers(1, &mIndexBuffer);
            glDeleteProgram(mProgram);
    
            glDeleteBuffers(1, &mVertexWithColorBuffer);
            glDeleteProgram(mVertexWithColorBufferProgram);
            ANGLETest::TearDown();
        }
    
        void runTest(GLuint firstIndex, bool useVertexBufferWithColor = false)
        {
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
    
            GLint viewportSize[4];
            glGetIntegerv(GL_VIEWPORT, viewportSize);
    
            // Choose appropriate program to apply for the test
            GLuint program = useVertexBufferWithColor ? mVertexWithColorBufferProgram : mProgram;
    
            if (useVertexBufferWithColor)
            {
                glBindBuffer(GL_ARRAY_BUFFER, mVertexWithColorBuffer);
                GLint vertexLocation = glGetAttribLocation(program, "position");
                glVertexAttribPointer(vertexLocation, 2, GL_FLOAT, GL_FALSE,
                                      static_cast<const GLsizei>(VertexWithColorSize), 0);
                glEnableVertexAttribArray(vertexLocation);
    
                GLint vertexColorLocation = glGetAttribLocation(program, "color");
                glVertexAttribPointer(vertexColorLocation, 3, GL_FLOAT, GL_FALSE,
                                      static_cast<const GLsizei>(VertexWithColorSize),
                                      (void *)((sizeof(float) * 2)));
                glEnableVertexAttribArray(vertexColorLocation);
            }
            else
            {
                glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
                GLint vertexLocation = glGetAttribLocation(program, "position");
                glVertexAttribPointer(vertexLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
                glEnableVertexAttribArray(vertexLocation);
            }
    
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
            glUseProgram(program);
    
            glDrawElements(GL_POINTS, mPointCount - firstIndex, IndexTypeName,
                           reinterpret_cast<void *>(firstIndex * sizeof(IndexType)));
    
            for (size_t i = 0; i < mPointCount; i++)
            {
                GLuint x =
                    static_cast<GLuint>(viewportSize[0] + (getIndexPositionX(i) * 0.5f + 0.5f) *
                                                              (viewportSize[2] - viewportSize[0]));
                GLuint y =
                    static_cast<GLuint>(viewportSize[1] + (getIndexPositionY(i) * 0.5f + 0.5f) *
                                                              (viewportSize[3] - viewportSize[1]));
    
                if (i < firstIndex)
                {
                    EXPECT_PIXEL_EQ(x, y, 0, 0, 0, 255);
                }
                else
                {
                    if (useVertexBufferWithColor)
                    {
                        // Pixel data is assumed to be GREEN
                        EXPECT_PIXEL_EQ(x, y, 0, 255, 0, 255);
                    }
                    else
                    {
                        // Pixel data is assumed to be RED
                        EXPECT_PIXEL_EQ(x, y, 255, 0, 0, 255);
                    }
                }
            }
            swapBuffers();
        }
    
        GLuint mProgram;
        GLuint mVertexBuffer;
        GLuint mIndexBuffer;
    
        GLuint mVertexWithColorBufferProgram;
        GLuint mVertexWithColorBuffer;
    
        static const GLuint mPointCount = 4;
    
      private:
        const size_t VertexWithColorSize = sizeof(float) * 5;
    };
    
    typedef IndexedPointsTest<GLubyte, GL_UNSIGNED_BYTE> IndexedPointsTestUByte;
    
    TEST_P(IndexedPointsTestUByte, UnsignedByteOffset0)
    {
        runTest(0);
    }
    
    TEST_P(IndexedPointsTestUByte, UnsignedByteOffset1)
    {
        runTest(1);
    }
    
    TEST_P(IndexedPointsTestUByte, UnsignedByteOffset2)
    {
        runTest(2);
    }
    
    TEST_P(IndexedPointsTestUByte, UnsignedByteOffset3)
    {
        runTest(3);
    }
    
    TEST_P(IndexedPointsTestUByte, VertexWithColorUnsignedByteOffset0)
    {
        runTest(0, true);
    }
    
    TEST_P(IndexedPointsTestUByte, VertexWithColorUnsignedByteOffset1)
    {
        runTest(1, true);
    }
    
    TEST_P(IndexedPointsTestUByte, VertexWithColorUnsignedByteOffset2)
    {
        runTest(2, true);
    }
    
    TEST_P(IndexedPointsTestUByte, VertexWithColorUnsignedByteOffset3)
    {
        runTest(3, true);
    }
    
    typedef IndexedPointsTest<GLushort, GL_UNSIGNED_SHORT> IndexedPointsTestUShort;
    
    TEST_P(IndexedPointsTestUShort, UnsignedShortOffset0)
    {
        runTest(0);
    }
    
    TEST_P(IndexedPointsTestUShort, UnsignedShortOffset1)
    {
        runTest(1);
    }
    
    TEST_P(IndexedPointsTestUShort, UnsignedShortOffset2)
    {
        runTest(2);
    }
    
    TEST_P(IndexedPointsTestUShort, UnsignedShortOffset3)
    {
        runTest(3);
    }
    
    TEST_P(IndexedPointsTestUShort, VertexWithColorUnsignedShortOffset0)
    {
        runTest(0, true);
    }
    
    TEST_P(IndexedPointsTestUShort, VertexWithColorUnsignedShortOffset1)
    {
        runTest(1, true);
    }
    
    TEST_P(IndexedPointsTestUShort, VertexWithColorUnsignedShortOffset2)
    {
        runTest(2, true);
    }
    
    TEST_P(IndexedPointsTestUShort, VertexWithColorUnsignedShortOffset3)
    {
        runTest(3, true);
    }
    
    TEST_P(IndexedPointsTestUShort, VertexWithColorUnsignedShortOffsetChangingIndices)
    {
        // TODO(fjhenigman): Figure out why this fails on Ozone Intel.
        if (IsOzone() && IsIntel() && IsOpenGLES())
        {
            std::cout << "Test skipped on Ozone Intel." << std::endl;
            return;
        }
    
        runTest(3, true);
        runTest(1, true);
        runTest(0, true);
        runTest(2, true);
    }
    
    typedef IndexedPointsTest<GLuint, GL_UNSIGNED_INT> IndexedPointsTestUInt;
    
    TEST_P(IndexedPointsTestUInt, UnsignedIntOffset0)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_OES_element_index_uint"))
        {
            return;
        }
    
        runTest(0);
    }
    
    TEST_P(IndexedPointsTestUInt, UnsignedIntOffset1)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_OES_element_index_uint"))
        {
            return;
        }
    
        runTest(1);
    }
    
    TEST_P(IndexedPointsTestUInt, UnsignedIntOffset2)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_OES_element_index_uint"))
        {
            return;
        }
    
        runTest(2);
    }
    
    TEST_P(IndexedPointsTestUInt, UnsignedIntOffset3)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_OES_element_index_uint"))
        {
            return;
        }
    
        runTest(3);
    }
    
    TEST_P(IndexedPointsTestUInt, VertexWithColorUnsignedIntOffset0)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_OES_element_index_uint"))
        {
            return;
        }
    
        runTest(0, false);
    }
    
    TEST_P(IndexedPointsTestUInt, VertexWithColorUnsignedIntOffset1)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_OES_element_index_uint"))
        {
            return;
        }
    
        runTest(1, false);
    }
    
    TEST_P(IndexedPointsTestUInt, VertexWithColorUnsignedIntOffset2)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_OES_element_index_uint"))
        {
            return;
        }
    
        runTest(2, false);
    }
    
    TEST_P(IndexedPointsTestUInt, VertexWithColorUnsignedIntOffset3)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_OES_element_index_uint"))
        {
            return;
        }
    
        runTest(3, false);
    }
    
    // TODO(geofflang): Figure out why this test fails on Intel OpenGL
    ANGLE_INSTANTIATE_TEST(IndexedPointsTestUByte,
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES2_OPENGLES());
    ANGLE_INSTANTIATE_TEST(IndexedPointsTestUShort,
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES2_OPENGLES());
    ANGLE_INSTANTIATE_TEST(IndexedPointsTestUInt,
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES2_OPENGLES());