Hash :
9550c603
Author :
Date :
2018-02-13T14:47:05
Code refactoring for end2end tests. This change: 1) uses the new style ANGLE_SKIP_TEST_IF to skip tests. 2) replaces compile-time definition for OSX to skip tests by run-time function IsOSX() to skip tests, in order to align with ANGLE_SKIP_TEST_IF. 3) fixes a couple of typos. BUG=angleproject:2005 Change-Id: I5af77d82257536b9eb79e26afa502f5b91ff6d31 Reviewed-on: https://chromium-review.googlesource.com/915861 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810
//
// 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"
#include <memory>
#include <stdint.h>
#include "EGLWindow.h"
#include "OSWindow.h"
#include "common/string_utils.h"
#include "test_utils/angle_test_configs.h"
#include "test_utils/gl_raii.h"
using namespace angle;
class ProgramBinaryTest : public ANGLETest
{
protected:
ProgramBinaryTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
const std::string vertexShaderSource =
R"(attribute vec4 inputAttribute;
void main()
{
gl_Position = inputAttribute;
})";
const std::string fragmentShaderSource =
R"(void main()
{
gl_FragColor = vec4(1,0,0,1);
})";
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mBuffer);
ANGLETest::TearDown();
}
GLint getAvailableProgramBinaryFormatCount() const
{
GLint formatCount;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
return formatCount;
}
bool supported() const
{
if (!extensionEnabled("GL_OES_get_program_binary"))
{
std::cout << "Test skipped because GL_OES_get_program_binary is not available."
<< std::endl;
return false;
}
if (getAvailableProgramBinaryFormatCount() == 0)
{
std::cout << "Test skipped because no program binary formats are available."
<< std::endl;
return false;
}
return true;
}
GLuint mProgram;
GLuint mBuffer;
};
// This tests the assumption that float attribs of different size
// should not internally cause a vertex shader recompile (for conversion).
TEST_P(ProgramBinaryTest, FloatDynamicShaderSize)
{
if (!supported())
{
return;
}
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
glEnableVertexAttribArray(0);
glDrawArrays(GL_POINTS, 0, 1);
GLint programLength;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
EXPECT_GL_NO_ERROR();
for (GLsizei size = 1; size <= 3; size++)
{
glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, nullptr);
glEnableVertexAttribArray(0);
glDrawArrays(GL_POINTS, 0, 1);
GLint newProgramLength;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(programLength, newProgramLength);
}
}
// Tests that switching between signed and unsigned un-normalized data doesn't trigger a bug
// in the D3D11 back-end.
TEST_P(ProgramBinaryTest, DynamicShadersSignatureBug)
{
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
GLint attribLocation = glGetAttribLocation(mProgram, "inputAttribute");
ASSERT_NE(-1, attribLocation);
glEnableVertexAttribArray(attribLocation);
glVertexAttribPointer(attribLocation, 2, GL_BYTE, GL_FALSE, 0, nullptr);
glDrawArrays(GL_POINTS, 0, 1);
glVertexAttribPointer(attribLocation, 2, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
glDrawArrays(GL_POINTS, 0, 1);
}
// This tests the ability to successfully save and load a program binary.
TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
{
if (!supported())
{
return;
}
GLint programLength = 0;
GLint writtenLength = 0;
GLenum binaryFormat = 0;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
EXPECT_GL_NO_ERROR();
std::vector<uint8_t> binary(programLength);
glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
EXPECT_GL_NO_ERROR();
// The lengths reported by glGetProgramiv and glGetProgramBinaryOES should match
EXPECT_EQ(programLength, writtenLength);
if (writtenLength)
{
GLuint program2 = glCreateProgram();
glProgramBinaryOES(program2, binaryFormat, binary.data(), writtenLength);
EXPECT_GL_NO_ERROR();
GLint linkStatus;
glGetProgramiv(program2, GL_LINK_STATUS, &linkStatus);
if (linkStatus == 0)
{
GLint infoLogLength;
glGetProgramiv(program2, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 0)
{
std::vector<GLchar> infoLog(infoLogLength);
glGetProgramInfoLog(program2, static_cast<GLsizei>(infoLog.size()), nullptr,
&infoLog[0]);
FAIL() << "program link failed: " << &infoLog[0];
}
else
{
FAIL() << "program link failed.";
}
}
else
{
glUseProgram(program2);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
glEnableVertexAttribArray(0);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
}
glDeleteProgram(program2);
}
}
// Ensures that we init the compiler before calling ProgramBinary.
TEST_P(ProgramBinaryTest, CallProgramBinaryBeforeLink)
{
if (!supported())
{
return;
}
// Initialize a simple program.
glUseProgram(mProgram);
GLsizei length = 0;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &length);
ASSERT_GL_NO_ERROR();
ASSERT_GT(length, 0);
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binaryBlob(length);
glGetProgramBinaryOES(mProgram, length, &readLength, &binaryFormat, binaryBlob.data());
ASSERT_GL_NO_ERROR();
// Shutdown and restart GL entirely.
TearDown();
SetUp();
ANGLE_GL_BINARY_OES_PROGRAM(binaryProgram, binaryBlob, binaryFormat);
ASSERT_GL_NO_ERROR();
drawQuad(binaryProgram, "inputAttribute", 0.5f);
ASSERT_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(ProgramBinaryTest,
ES2_D3D9(),
ES2_D3D11(),
ES3_D3D11(),
ES2_OPENGL(),
ES3_OPENGL());
class ProgramBinaryES3Test : public ANGLETest
{
protected:
void testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst);
};
void ProgramBinaryES3Test::testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst)
{
// We can't run the test if no program binary formats are supported.
GLint binaryFormatCount = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
ANGLE_SKIP_TEST_IF(!binaryFormatCount);
const std::string &vertexShader =
"#version 300 es\n"
"uniform block {\n"
" float f;\n"
"};\n"
"in vec4 position;\n"
"out vec4 color;\n"
"void main() {\n"
" gl_Position = position;\n"
" color = vec4(f, f, f, 1);\n"
"}";
const std::string &fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 color;\n"
"out vec4 colorOut;\n"
"void main() {\n"
" colorOut = color;\n"
"}";
// Init and draw with the program.
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
float fData[4] = {1.0f, 1.0f, 1.0f, 1.0f};
GLuint bindIndex = 2;
GLBuffer ubo;
glBindBuffer(GL_UNIFORM_BUFFER, ubo.get());
glBufferData(GL_UNIFORM_BUFFER, sizeof(fData), &fData, GL_STATIC_DRAW);
glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex, ubo.get(), 0, sizeof(fData));
GLint blockIndex = glGetUniformBlockIndex(program.get(), "block");
ASSERT_NE(-1, blockIndex);
glUniformBlockBinding(program.get(), blockIndex, bindIndex);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
if (drawWithProgramFirst)
{
drawQuad(program.get(), "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary and draw.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(binaryProgram.get(), "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Tests that saving and loading a program perserves uniform block binding info.
TEST_P(ProgramBinaryES3Test, UniformBlockBindingWithDraw)
{
testBinaryAndUBOBlockIndexes(true);
}
// Same as above, but does not do an initial draw with the program. Covers an ANGLE crash.
// http://anglebug.com/1637
TEST_P(ProgramBinaryES3Test, UniformBlockBindingNoDraw)
{
// TODO(jmadill): Investigate Intel failure.
// http://anglebug.com/1637
ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL() && IsIntel());
testBinaryAndUBOBlockIndexes(false);
}
ANGLE_INSTANTIATE_TEST(ProgramBinaryES3Test, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
class ProgramBinaryES31Test : public ANGLETest
{
protected:
ProgramBinaryES31Test()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
};
// Tests that saving and loading a program attached with computer shader.
TEST_P(ProgramBinaryES31Test, ProgramBinaryWithComputeShader)
{
// We can't run the test if no program binary formats are supported.
GLint binaryFormatCount = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
ANGLE_SKIP_TEST_IF(!binaryFormatCount);
const std::string &computeShader =
"#version 310 es\n"
"layout(local_size_x=4, local_size_y=3, local_size_z=1) in;\n"
"uniform block {\n"
" vec2 f;\n"
"};\n"
"uniform vec2 g;\n"
"uniform highp sampler2D tex;\n"
"void main() {\n"
" vec4 color = texture(tex, f + g);\n"
"}";
ANGLE_GL_COMPUTE_PROGRAM(program, computeShader);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
ASSERT_GL_NO_ERROR();
// Dispatch compute with the loaded binary program
glUseProgram(binaryProgram.get());
glDispatchCompute(8, 4, 2);
ASSERT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST(ProgramBinaryES31Test, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES());
class ProgramBinaryTransformFeedbackTest : public ANGLETest
{
protected:
ProgramBinaryTransformFeedbackTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
const std::string vertexShaderSource =
R"(#version 300 es
in vec4 inputAttribute;
out vec4 outputVarying;
void main()
{
outputVarying = inputAttribute;
})";
const std::string fragmentShaderSource =
R"(#version 300 es
precision highp float;
out vec4 outputColor;
void main()
{
outputColor = vec4(1,0,0,1);
})";
std::vector<std::string> transformFeedbackVaryings;
transformFeedbackVaryings.push_back("outputVarying");
mProgram = CompileProgramWithTransformFeedback(
vertexShaderSource, fragmentShaderSource, transformFeedbackVaryings,
GL_SEPARATE_ATTRIBS);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLint getAvailableProgramBinaryFormatCount() const
{
GLint formatCount;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
return formatCount;
}
GLuint mProgram;
};
// This tests the assumption that float attribs of different size
// should not internally cause a vertex shader recompile (for conversion).
TEST_P(ProgramBinaryTransformFeedbackTest, GetTransformFeedbackVarying)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_get_program_binary"));
ANGLE_SKIP_TEST_IF(!getAvailableProgramBinaryFormatCount());
std::vector<uint8_t> binary(0);
GLint programLength = 0;
GLint writtenLength = 0;
GLenum binaryFormat = 0;
// Save the program binary out
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
ASSERT_GL_NO_ERROR();
binary.resize(programLength);
glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
glDeleteProgram(mProgram);
// Load program binary
mProgram = glCreateProgram();
glProgramBinaryOES(mProgram, binaryFormat, binary.data(), writtenLength);
// Ensure the loaded binary is linked
GLint linkStatus;
glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
EXPECT_TRUE(linkStatus != 0);
// Query information about the transform feedback varying
char varyingName[64];
GLsizei varyingSize = 0;
GLenum varyingType = GL_NONE;
glGetTransformFeedbackVarying(mProgram, 0, 64, &writtenLength, &varyingSize, &varyingType, varyingName);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(13, writtenLength);
EXPECT_STREQ("outputVarying", varyingName);
EXPECT_EQ(1, varyingSize);
EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, varyingType);
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(ProgramBinaryTransformFeedbackTest,
ES3_D3D11(),
ES3_OPENGL());
// For the ProgramBinariesAcrossPlatforms tests, we need two sets of params:
// - a set to save the program binary
// - a set to load the program binary
// We combine these into one struct extending PlatformParameters so we can reuse existing ANGLE test macros
struct PlatformsWithLinkResult : PlatformParameters
{
PlatformsWithLinkResult(PlatformParameters saveParams, PlatformParameters loadParamsIn, bool expectedLinkResultIn)
{
majorVersion = saveParams.majorVersion;
minorVersion = saveParams.minorVersion;
eglParameters = saveParams.eglParameters;
loadParams = loadParamsIn;
expectedLinkResult = expectedLinkResultIn;
}
PlatformParameters loadParams;
bool expectedLinkResult;
};
// Provide a custom gtest parameter name function for PlatformsWithLinkResult
// to avoid returning the same parameter name twice. Such a conflict would happen
// between ES2_D3D11_to_ES2D3D11 and ES2_D3D11_to_ES3D3D11 as they were both
// named ES2_D3D11
std::ostream &operator<<(std::ostream& stream, const PlatformsWithLinkResult &platform)
{
const PlatformParameters &platform1 = platform;
const PlatformParameters &platform2 = platform.loadParams;
stream << platform1 << "_to_" << platform2;
return stream;
}
class ProgramBinariesAcrossPlatforms : public testing::TestWithParam<PlatformsWithLinkResult>
{
public:
void SetUp() override
{
mOSWindow = CreateOSWindow();
bool result = mOSWindow->initialize("ProgramBinariesAcrossRenderersTests", 100, 100);
if (result == false)
{
FAIL() << "Failed to create OS window";
}
}
EGLWindow *createAndInitEGLWindow(angle::PlatformParameters ¶m)
{
EGLWindow *eglWindow =
new EGLWindow(param.majorVersion, param.minorVersion, param.eglParameters);
bool result = eglWindow->initializeGL(mOSWindow);
if (result == false)
{
SafeDelete(eglWindow);
eglWindow = nullptr;
}
return eglWindow;
}
void destroyEGLWindow(EGLWindow **eglWindow)
{
ASSERT_NE(nullptr, *eglWindow);
(*eglWindow)->destroyGL();
SafeDelete(*eglWindow);
*eglWindow = nullptr;
}
GLuint createES2ProgramFromSource()
{
const std::string testVertexShaderSource =
R"(attribute highp vec4 position;
void main(void)
{
gl_Position = position;
})";
const std::string testFragmentShaderSource =
R"(void main(void)
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
}
GLuint createES3ProgramFromSource()
{
const std::string testVertexShaderSource =
R"(#version 300 es
precision highp float;
in highp vec4 position;
void main(void)
{
gl_Position = position;
})";
const std::string testFragmentShaderSource =
R"(#version 300 es
precision highp float;
out vec4 out_FragColor;
void main(void)
{
out_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
}
void drawWithProgram(GLuint program)
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
GLint positionLocation = glGetAttribLocation(program, "position");
glUseProgram(program);
const GLfloat vertices[] =
{
-1.0f, 1.0f, 0.5f,
-1.0f, -1.0f, 0.5f,
1.0f, -1.0f, 0.5f,
-1.0f, 1.0f, 0.5f,
1.0f, -1.0f, 0.5f,
1.0f, 1.0f, 0.5f,
};
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
EXPECT_PIXEL_EQ(mOSWindow->getWidth() / 2, mOSWindow->getHeight() / 2, 255, 0, 0, 255);
}
void TearDown() override
{
mOSWindow->destroy();
SafeDelete(mOSWindow);
}
OSWindow *mOSWindow;
};
// Tries to create a program binary using one set of platform params, then load it using a different sent of params
TEST_P(ProgramBinariesAcrossPlatforms, CreateAndReloadBinary)
{
angle::PlatformParameters firstRenderer = GetParam();
angle::PlatformParameters secondRenderer = GetParam().loadParams;
bool expectedLinkResult = GetParam().expectedLinkResult;
// First renderer not supported, skipping test.
ANGLE_SKIP_TEST_IF(!(IsPlatformAvailable(firstRenderer)));
// Second renderer not supported, skipping test.
ANGLE_SKIP_TEST_IF(!(IsPlatformAvailable(secondRenderer)));
EGLWindow *eglWindow = nullptr;
std::vector<uint8_t> binary(0);
GLuint program = 0;
GLint programLength = 0;
GLint writtenLength = 0;
GLenum binaryFormat = 0;
// Create a EGL window with the first renderer
eglWindow = createAndInitEGLWindow(firstRenderer);
if (eglWindow == nullptr)
{
FAIL() << "Failed to create EGL window";
return;
}
// If the test is trying to use both the default GPU and WARP, but the default GPU *IS* WARP,
// then our expectations for the test results will be invalid.
if (firstRenderer.eglParameters.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE &&
secondRenderer.eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE)
{
std::string rendererString = std::string(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
angle::ToLower(&rendererString);
auto basicRenderPos = rendererString.find(std::string("microsoft basic render"));
auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
// The first renderer is using WARP, even though we didn't explictly request it
// We should skip this test
ANGLE_SKIP_TEST_IF(basicRenderPos != std::string::npos ||
softwareAdapterPos != std::string::npos);
}
// Create a program
if (firstRenderer.majorVersion == 3)
{
program = createES3ProgramFromSource();
}
else
{
program = createES2ProgramFromSource();
}
if (program == 0)
{
destroyEGLWindow(&eglWindow);
FAIL() << "Failed to create program from source";
}
// Draw using the program to ensure it works as expected
drawWithProgram(program);
EXPECT_GL_NO_ERROR();
// Save the program binary out from this renderer
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
EXPECT_GL_NO_ERROR();
binary.resize(programLength);
glGetProgramBinaryOES(program, programLength, &writtenLength, &binaryFormat, binary.data());
EXPECT_GL_NO_ERROR();
// Destroy the first renderer
glDeleteProgram(program);
destroyEGLWindow(&eglWindow);
// Create an EGL window with the second renderer
eglWindow = createAndInitEGLWindow(secondRenderer);
if (eglWindow == nullptr)
{
FAIL() << "Failed to create EGL window";
return;
}
program = glCreateProgram();
glProgramBinaryOES(program, binaryFormat, binary.data(), writtenLength);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_EQ(expectedLinkResult, (linkStatus != 0));
if (linkStatus != 0)
{
// If the link was successful, then we should try to draw using the program to ensure it works as expected
drawWithProgram(program);
EXPECT_GL_NO_ERROR();
}
// Destroy the second renderer
glDeleteProgram(program);
destroyEGLWindow(&eglWindow);
}
// clang-format off
ANGLE_INSTANTIATE_TEST(ProgramBinariesAcrossPlatforms,
// | Save the program | Load the program | Expected
// | using these params | using these params | link result
PlatformsWithLinkResult(ES2_D3D11(), ES2_D3D11(), true ), // Loading + reloading binary should work
PlatformsWithLinkResult(ES3_D3D11(), ES3_D3D11(), true ), // Loading + reloading binary should work
PlatformsWithLinkResult(ES2_D3D11_FL11_0(), ES2_D3D11_FL9_3(), false ), // Switching feature level shouldn't work
PlatformsWithLinkResult(ES2_D3D11(), ES2_D3D11_WARP(), false ), // Switching from hardware to software shouldn't work
PlatformsWithLinkResult(ES2_D3D11_FL9_3(), ES2_D3D11_FL9_3_WARP(), false ), // Switching from hardware to software shouldn't work for FL9 either
PlatformsWithLinkResult(ES2_D3D11(), ES2_D3D9(), false ), // Switching from D3D11 to D3D9 shouldn't work
PlatformsWithLinkResult(ES2_D3D9(), ES2_D3D11(), false ), // Switching from D3D9 to D3D11 shouldn't work
PlatformsWithLinkResult(ES2_D3D11(), ES3_D3D11(), false ), // Switching to newer client version shouldn't work
);
// clang-format on