Hash :
0d3683c4
Author :
Date :
2014-10-23T11:08:16
Update ANGLE_platform_angle to allow requesting of Renderer versions. Added enums to allow users to request major and minor versions of the underlying API and if a WARP device is used. BUG=angle:490 Change-Id: I0bfb2ac8d327da28a47cc8e6346300e47ab9538c Reviewed-on: https://chromium-review.googlesource.com/225081 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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#include "ANGLETest.h"
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_TYPED_TEST_CASE(TransformFeedbackTest, ES3_D3D11);
template<typename T>
class TransformFeedbackTest : public ANGLETest
{
protected:
TransformFeedbackTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vertexShaderSource = SHADER_SOURCE
(
precision highp float;
attribute vec4 position;
void main()
{
gl_Position = position;
}
);
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision highp float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
);
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glGenBuffers(1, &mTransformFeedbackBuffer);
mTransformFeedbackBufferSize = 1 << 24; // ~16MB
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, NULL, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mTransformFeedbackBuffer);
ANGLETest::TearDown();
}
GLuint mProgram;
size_t mTransformFeedbackBufferSize;
GLuint mTransformFeedbackBuffer;
};
TYPED_TEST(TransformFeedbackTest, ZeroSizedViewport)
{
// Set the program's transform feedback varyings (just gl_Position)
const GLchar* transformFeedbackVaryings[] =
{
"gl_Position"
};
glTransformFeedbackVaryings(mProgram, ArraySize(transformFeedbackVaryings), transformFeedbackVaryings, GL_INTERLEAVED_ATTRIBS);
glLinkProgram(mProgram);
// Re-link the program
GLint linkStatus;
glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
ASSERT_NE(linkStatus, 0);
glUseProgram(mProgram);
// Bind the buffer for transform feedback output and start transform feedback
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
glBeginTransformFeedback(GL_TRIANGLES);
// Create a query to check how many primitives were written
GLuint primitivesWrittenQuery = 0;
glGenQueries(1, &primitivesWrittenQuery);
glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
// Set a viewport that would result in no pixels being written to the framebuffer and draw
// a quad
glViewport(0, 0, 0, 0);
drawQuad(mProgram, "position", 0.5f);
// End the query and transform feedkback
glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
glEndTransformFeedback();
// Check how many primitives were written and verify that some were written even if
// no pixels were rendered
GLuint primitivesWritten = 0;
glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(primitivesWritten, 2);
}