Hash :
a20af6d7
Author :
Date :
2017-09-18T13:32:29
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>
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//
// 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 LineLoopTest : public ANGLETest
{
protected:
LineLoopTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vsSource =
R"(attribute highp vec4 position;
void main(void)
{
gl_Position = position;
})";
const std::string fsSource =
R"(uniform highp vec4 color;
void main(void)
{
gl_FragColor = color;
})";
mProgram = CompileProgram(vsSource, fsSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mPositionLocation = glGetAttribLocation(mProgram, "position");
mColorLocation = glGetUniformLocation(mProgram, "color");
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
void runTest(GLenum indexType, GLuint indexBuffer, const void *indexPtr)
{
glClear(GL_COLOR_BUFFER_BIT);
static const GLfloat loopPositions[] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f,
-0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f};
static const GLfloat stripPositions[] = {-0.5f, -0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f, -0.5f};
static const GLubyte stripIndices[] = {1, 0, 3, 2, 1};
glUseProgram(mProgram);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, loopPositions);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawElements(GL_LINE_LOOP, 4, indexType, indexPtr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, stripPositions);
glUniform4f(mColorLocation, 0, 1, 0, 1);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, stripIndices);
std::vector<GLubyte> pixels(getWindowWidth() * getWindowHeight() * 4);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
&pixels[0]);
ASSERT_GL_NO_ERROR();
for (int y = 0; y < getWindowHeight(); y++)
{
for (int x = 0; x < getWindowWidth(); x++)
{
const GLubyte *pixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);
EXPECT_EQ(pixel[0], 0);
EXPECT_EQ(pixel[1], pixel[2]);
EXPECT_EQ(pixel[3], 255);
}
}
}
GLuint mProgram;
GLint mPositionLocation;
GLint mColorLocation;
};
TEST_P(LineLoopTest, LineLoopUByteIndices)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
// On Win7, the D3D SDK Layers emits a false warning for these tests.
// This doesn't occur on Windows 10 (Version 1511) though.
ignoreD3D11SDKLayersWarnings();
static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_BYTE, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUShortIndices)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_SHORT, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUIntIndices)
{
if (!extensionEnabled("GL_OES_element_index_uint"))
{
return;
}
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_INT, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUByteIndexBuffer)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
GLuint buf;
glGenBuffers(1, &buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_BYTE, buf, reinterpret_cast<const void *>(sizeof(GLubyte)));
glDeleteBuffers(1, &buf);
}
TEST_P(LineLoopTest, LineLoopUShortIndexBuffer)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
GLuint buf;
glGenBuffers(1, &buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_SHORT, buf, reinterpret_cast<const void *>(sizeof(GLushort)));
glDeleteBuffers(1, &buf);
}
TEST_P(LineLoopTest, LineLoopUIntIndexBuffer)
{
if (!extensionEnabled("GL_OES_element_index_uint"))
{
return;
}
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
GLuint buf;
glGenBuffers(1, &buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_INT, buf, reinterpret_cast<const void *>(sizeof(GLuint)));
glDeleteBuffers(1, &buf);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(LineLoopTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES());