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kc3-lang/angle/src/tests/gl_tests/PBOExtensionTest.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/PBOExtensionTest.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;
    
    class PBOExtensionTest : public ANGLETest
    {
      protected:
        PBOExtensionTest()
        {
            setWindowWidth(32);
            setWindowHeight(32);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            if (extensionEnabled("NV_pixel_buffer_object"))
            {
                glGenBuffers(1, &mPBO);
                glBindBuffer(GL_PIXEL_PACK_BUFFER, mPBO);
                glBufferData(GL_PIXEL_PACK_BUFFER, 4 * getWindowWidth() * getWindowHeight(), nullptr,
                             GL_STATIC_DRAW);
                glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
    
                const char *vertexShaderSrc =
                    R"(attribute vec4 aTest;
                    attribute vec2 aPosition;
                    varying vec4 vTest;
    
                    void main()
                    {
                        vTest        = aTest;
                        gl_Position  = vec4(aPosition, 0.0, 1.0);
                        gl_PointSize = 1.0;
                    })";
    
                const char *fragmentShaderSrc =
                    R"(precision mediump float;
                    varying vec4 vTest;
                    void main()
                    {
                        gl_FragColor = vTest;
                    })";
    
                mProgram = CompileProgram(vertexShaderSrc, fragmentShaderSrc);
    
                glGenBuffers(1, &mPositionVBO);
                glBindBuffer(GL_ARRAY_BUFFER, mPositionVBO);
                glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_DYNAMIC_DRAW);
                glBindBuffer(GL_ARRAY_BUFFER, 0);
            }
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            ANGLETest::TearDown();
    
            glDeleteBuffers(1, &mPBO);
            glDeleteProgram(mProgram);
        }
    
        GLuint mPBO;
        GLuint mProgram;
        GLuint mPositionVBO;
    };
    
    TEST_P(PBOExtensionTest, PBOWithOtherTarget)
    {
        if (extensionEnabled("NV_pixel_buffer_object"))
        {
            glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            EXPECT_GL_NO_ERROR();
    
            glBindBuffer(GL_PIXEL_PACK_BUFFER, mPBO);
            glReadPixels(0, 0, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    
            glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
            glBindBuffer(GL_ARRAY_BUFFER, mPBO);
    
            void *mappedPtr        = glMapBufferRangeEXT(GL_ARRAY_BUFFER, 0, 32, GL_MAP_READ_BIT);
            unsigned char *dataPtr = static_cast<unsigned char *>(mappedPtr);
            EXPECT_GL_NO_ERROR();
    
            EXPECT_EQ(255, dataPtr[0]);
            EXPECT_EQ(0, dataPtr[1]);
            EXPECT_EQ(0, dataPtr[2]);
            EXPECT_EQ(255, dataPtr[3]);
    
            glUnmapBufferOES(GL_ARRAY_BUFFER);
        }
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(PBOExtensionTest, PBOWithExistingData)
    {
        if (extensionEnabled("NV_pixel_buffer_object"))
        {
            // Clear backbuffer to red
            glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            EXPECT_GL_NO_ERROR();
    
            // Read 16x16 region from red backbuffer to PBO
            glBindBuffer(GL_PIXEL_PACK_BUFFER, mPBO);
            glReadPixels(0, 0, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    
            // Clear backbuffer to green
            glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            EXPECT_GL_NO_ERROR();
    
            // Read 16x16 region from green backbuffer to PBO at offset 16
            glReadPixels(0, 0, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, reinterpret_cast<void *>(16));
            void *mappedPtr        = glMapBufferRangeEXT(GL_PIXEL_PACK_BUFFER, 0, 32, GL_MAP_READ_BIT);
            unsigned char *dataPtr = static_cast<unsigned char *>(mappedPtr);
            EXPECT_GL_NO_ERROR();
    
            // Test pixel 0 is red (existing data)
            EXPECT_EQ(255, dataPtr[0]);
            EXPECT_EQ(0, dataPtr[1]);
            EXPECT_EQ(0, dataPtr[2]);
            EXPECT_EQ(255, dataPtr[3]);
    
            // Test pixel 16 is green (new data)
            EXPECT_EQ(0, dataPtr[16 * 4 + 0]);
            EXPECT_EQ(255, dataPtr[16 * 4 + 1]);
            EXPECT_EQ(0, dataPtr[16 * 4 + 2]);
            EXPECT_EQ(255, dataPtr[16 * 4 + 3]);
    
            glUnmapBufferOES(GL_PIXEL_PACK_BUFFER);
        }
        EXPECT_GL_NO_ERROR();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(PBOExtensionTest, ES2_D3D11(), ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());