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 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());