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;
namespace
{
class UnpackRowLengthTest : public ANGLETest
{
protected:
UnpackRowLengthTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
mProgram = 0;
}
void SetUp() override
{
ANGLETest::SetUp();
const std::string vertexShaderSource =
R"(precision highp float;
attribute vec4 position;
void main()
{
gl_Position = position;
})";
const std::string fragmentShaderSource =
R"(uniform sampler2D tex;
void main()
{
gl_FragColor = texture2D(tex, vec2(0.0, 1.0));
})";
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
}
void TearDown() override
{
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
void testRowLength(int texSize, int rowLength)
{
glPixelStorei(GL_UNPACK_ROW_LENGTH, rowLength);
if ((getClientMajorVersion() == 3) || extensionEnabled("GL_EXT_unpack_subimage"))
{
// Only texSize * texSize region is filled as WHITE, other parts are BLACK.
// If the UNPACK_ROW_LENGTH is implemented correctly, all texels inside this texture are WHITE.
std::vector<GLubyte> buf(rowLength * texSize * 4);
for (int y = 0; y < texSize; y++)
{
std::vector<GLubyte>::iterator rowIter = buf.begin() + y * rowLength * 4;
std::fill(rowIter, rowIter + texSize * 4, static_cast<GLubyte>(255u));
std::fill(rowIter + texSize * 4, rowIter + rowLength * 4, static_cast<GLubyte>(0u));
}
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texSize, texSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, &buf[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
EXPECT_PIXEL_EQ(1, 0, 255, 255, 255, 255);
glDeleteTextures(1, &tex);
}
else
{
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
}
GLuint mProgram;
};
TEST_P(UnpackRowLengthTest, RowLength128)
{
testRowLength(128, 128);
}
TEST_P(UnpackRowLengthTest, RowLength1024)
{
testRowLength(128, 1024);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(UnpackRowLengthTest,
ES3_D3D11(),
ES2_D3D11(),
ES2_D3D9(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());
} // namespace