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

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  • Author : Jamie Madill
    Date : 2017-02-24 11:04:10
    Hash : 4c26fc2f
    Message : Vulkan: Initial command queueing implementation. This removes the sychronous operation of the command buffers. It also introduces a serial type for assigning ids to queue operations. This gives us the ability to manage lifetimes of resources and track when they're no longer in use on the device. BUG=angleproject:1898 Change-Id: I91a4836d3098f1d7bd06cd389d88601a3a4826ab Reviewed-on: https://chromium-review.googlesource.com/428352 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/SimpleOperationTest.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.
    //
    // SimpleOperationTest:
    //   Basic GL commands such as linking a program, initializing a buffer, etc.
    
    #include "test_utils/ANGLETest.h"
    
    #include <vector>
    
    #include "random_utils.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class SimpleOperationTest : public ANGLETest
    {
      protected:
        SimpleOperationTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void verifyBuffer(const std::vector<uint8_t> &data, GLenum binding);
    };
    
    void SimpleOperationTest::verifyBuffer(const std::vector<uint8_t> &data, GLenum binding)
    {
        if (!extensionEnabled("GL_EXT_map_buffer_range"))
        {
            return;
        }
    
        uint8_t *mapPointer =
            static_cast<uint8_t *>(glMapBufferRangeEXT(GL_ARRAY_BUFFER, 0, 1024, GL_MAP_READ_BIT));
        ASSERT_GL_NO_ERROR();
    
        std::vector<uint8_t> readbackData(data.size());
        memcpy(readbackData.data(), mapPointer, data.size());
        glUnmapBufferOES(GL_ARRAY_BUFFER);
    
        EXPECT_EQ(data, readbackData);
    }
    
    TEST_P(SimpleOperationTest, CompileVertexShader)
    {
        const std::string source = SHADER_SOURCE
        (
            attribute vec4 a_input;
            void main()
            {
                gl_Position = a_input;
            }
        );
    
        GLuint shader = CompileShader(GL_VERTEX_SHADER, source);
        EXPECT_NE(shader, 0u);
        glDeleteShader(shader);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(SimpleOperationTest, CompileFragmentShader)
    {
        const std::string source = SHADER_SOURCE
        (
            precision mediump float;
            varying vec4 v_input;
            void main()
            {
                gl_FragColor = v_input;
            }
        );
    
        GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
        EXPECT_NE(shader, 0u);
        glDeleteShader(shader);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(SimpleOperationTest, LinkProgram)
    {
        const std::string vsSource = SHADER_SOURCE
        (
            void main()
            {
                gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            void main()
            {
                gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
            }
        );
    
        GLuint program = CompileProgram(vsSource, fsSource);
        EXPECT_NE(program, 0u);
        glDeleteProgram(program);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(SimpleOperationTest, LinkProgramWithUniforms)
    {
        if (IsVulkan())
        {
            // TODO(jmadill): Complete Vulkan implementation.
            std::cout << "Test skipped on Vulkan." << std::endl;
            return;
        }
    
        const std::string vsSource = SHADER_SOURCE
        (
            void main()
            {
                gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            precision mediump float;
            uniform vec4 u_input;
            void main()
            {
                gl_FragColor = u_input;
            }
        );
    
        GLuint program = CompileProgram(vsSource, fsSource);
        EXPECT_NE(program, 0u);
    
        GLint uniformLoc = glGetUniformLocation(program, "u_input");
        EXPECT_NE(-1, uniformLoc);
    
        glDeleteProgram(program);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(SimpleOperationTest, LinkProgramWithAttributes)
    {
        if (IsVulkan())
        {
            // TODO(jmadill): Complete Vulkan implementation.
            std::cout << "Test skipped on Vulkan." << std::endl;
            return;
        }
    
        const std::string vsSource = SHADER_SOURCE
        (
            attribute vec4 a_input;
            void main()
            {
                gl_Position = a_input;
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            void main()
            {
                gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
            }
        );
    
        GLuint program = CompileProgram(vsSource, fsSource);
        EXPECT_NE(program, 0u);
    
        GLint attribLoc = glGetAttribLocation(program, "a_input");
        EXPECT_NE(-1, attribLoc);
    
        glDeleteProgram(program);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(SimpleOperationTest, BufferDataWithData)
    {
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
    
        std::vector<uint8_t> data(1024);
        FillVectorWithRandomUBytes(&data);
        glBufferData(GL_ARRAY_BUFFER, data.size(), &data[0], GL_STATIC_DRAW);
    
        verifyBuffer(data, GL_ARRAY_BUFFER);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(SimpleOperationTest, BufferDataWithNoData)
    {
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(SimpleOperationTest, BufferSubData)
    {
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
    
        constexpr size_t bufferSize = 1024;
        std::vector<uint8_t> data(bufferSize);
        FillVectorWithRandomUBytes(&data);
    
        glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
    
        constexpr size_t subDataCount = 16;
        constexpr size_t sliceSize    = bufferSize / subDataCount;
        for (size_t i = 0; i < subDataCount; i++)
        {
            size_t offset = i * sliceSize;
            glBufferSubData(GL_ARRAY_BUFFER, offset, sliceSize, &data[offset]);
        }
    
        verifyBuffer(data, GL_ARRAY_BUFFER);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Simple quad test.
    TEST_P(SimpleOperationTest, DrawQuad)
    {
        const std::string &vertexShader =
            "attribute vec3 position;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(position, 1);\n"
            "}";
        const std::string &fragmentShader =
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(0, 1, 0, 1);\n"
            "}";
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
    
        drawQuad(program.get(), "position", 0.5f, 1.0f, true);
    
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Simple repeatd draw and swap test.
    TEST_P(SimpleOperationTest, DrawQuadAndSwap)
    {
        const std::string &vertexShader =
            "attribute vec3 position;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(position, 1);\n"
            "}";
        const std::string &fragmentShader =
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(0, 1, 0, 1);\n"
            "}";
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
    
        for (int i = 0; i < 8; ++i)
        {
            drawQuad(program.get(), "position", 0.5f, 1.0f, true);
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
            swapBuffers();
        }
    
        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(SimpleOperationTest,
                           ES2_D3D9(),
                           ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
                           ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
                           ES3_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES(),
                           ES2_VULKAN());
    
    } // namespace