| // |
| // 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 UniformBufferTest : public ANGLETest |
| { |
| protected: |
| UniformBufferTest() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| virtual void SetUp() |
| { |
| ANGLETest::SetUp(); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( #version 300 es\n |
| in vec4 position; |
| void main() |
| { |
| gl_Position = position; |
| } |
| ); |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( #version 300 es\n |
| precision highp float; |
| uniform uni { |
| vec4 color; |
| }; |
| |
| out vec4 fragColor; |
| |
| void main() |
| { |
| fragColor = color; |
| } |
| ); |
| |
| mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| ASSERT_NE(mProgram, 0u); |
| |
| mUniformBufferIndex = glGetUniformBlockIndex(mProgram, "uni"); |
| ASSERT_NE(mUniformBufferIndex, -1); |
| |
| glGenBuffers(1, &mUniformBuffer); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| virtual void TearDown() |
| { |
| glDeleteBuffers(1, &mUniformBuffer); |
| glDeleteProgram(mProgram); |
| ANGLETest::TearDown(); |
| } |
| |
| GLuint mProgram; |
| GLint mUniformBufferIndex; |
| GLuint mUniformBuffer; |
| }; |
| |
| // Basic UBO functionality. |
| TEST_P(UniformBufferTest, Simple) |
| { |
| glClear(GL_COLOR_BUFFER_BIT); |
| float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f}; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(float) * 4, floatData, GL_STATIC_DRAW); |
| |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1); |
| } |
| |
| // Test that using a UBO with a non-zero offset and size actually works. |
| // The first step of this test renders a color from a UBO with a zero offset. |
| // The second step renders a color from a UBO with a non-zero offset. |
| TEST_P(UniformBufferTest, UniformBufferRange) |
| { |
| // TODO(jmadill): Figure out why this fails on Intel. |
| if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| { |
| std::cout << "Test skipped on Intel." << std::endl; |
| return; |
| } |
| |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| // Query the uniform buffer alignment requirement |
| GLint alignment; |
| glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment); |
| |
| GLint64 maxUniformBlockSize; |
| glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); |
| if (alignment >= maxUniformBlockSize) |
| { |
| // ANGLE doesn't implement UBO offsets for this platform. |
| // Ignore the test case. |
| return; |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Let's create a buffer which contains two vec4. |
| GLuint vec4Size = 4 * sizeof(float); |
| GLuint stride = 0; |
| do |
| { |
| stride += alignment; |
| } |
| while (stride < vec4Size); |
| |
| std::vector<char> v(2 * stride); |
| float *first = reinterpret_cast<float*>(v.data()); |
| float *second = reinterpret_cast<float*>(v.data() + stride); |
| |
| first[0] = 10.f / 255.f; |
| first[1] = 20.f / 255.f; |
| first[2] = 30.f / 255.f; |
| first[3] = 40.f / 255.f; |
| |
| second[0] = 110.f / 255.f; |
| second[1] = 120.f / 255.f; |
| second[2] = 130.f / 255.f; |
| second[3] = 140.f / 255.f; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| // We use on purpose a size which is not a multiple of the alignment. |
| glBufferData(GL_UNIFORM_BUFFER, stride + vec4Size, v.data(), GL_STATIC_DRAW); |
| |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| // Bind the first part of the uniform buffer and draw |
| // Use a size which is smaller than the alignment to check |
| // to check that this case is handle correctly in the conversion to 11.1. |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, 0, vec4Size); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); |
| |
| // Bind the second part of the uniform buffer and draw |
| // Furthermore the D3D11.1 backend will internally round the vec4Size (16 bytes) to a stride (256 bytes) |
| // hence it will try to map the range [stride, 2 * stride] which is |
| // out-of-bound of the buffer bufferSize = stride + vec4Size < 2 * stride. |
| // Ensure that this behaviour works. |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, stride, vec4Size); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 110, 120, 130, 140); |
| } |
| |
| // Test uniform block bindings. |
| TEST_P(UniformBufferTest, UniformBufferBindings) |
| { |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Let's create a buffer which contains one vec4. |
| GLuint vec4Size = 4 * sizeof(float); |
| std::vector<char> v(vec4Size); |
| float *first = reinterpret_cast<float*>(v.data()); |
| |
| first[0] = 10.f / 255.f; |
| first[1] = 20.f / 255.f; |
| first[2] = 30.f / 255.f; |
| first[3] = 40.f / 255.f; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| // Try to bind the buffer to binding point 2 |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 2); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 2, mUniformBuffer); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); |
| |
| // Clear the framebuffer |
| glClearColor(0.0, 0.0, 0.0, 0.0); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_EQ(px, py, 0, 0, 0, 0); |
| |
| // Try to bind the buffer to another binding point |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 5); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 5, mUniformBuffer); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); |
| } |
| |
| // Test that ANGLE handles used but unbound UBO. |
| // TODO: A test case shouldn't depend on the error code of an undefined behaviour. Move this to unit tests of the validation layer. |
| TEST_P(UniformBufferTest, UnboundUniformBuffer) |
| { |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| // Update a UBO many time and verify that ANGLE uses the latest version of the data. |
| // https://code.google.com/p/angleproject/issues/detail?id=965 |
| TEST_P(UniformBufferTest, UniformBufferManyUpdates) |
| { |
| // TODO(jmadill): Figure out why this fails on Intel OpenGL. |
| if (IsIntel() && IsOpenGL()) |
| { |
| std::cout << "Test skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| float data[4]; |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, sizeof(data), NULL, GL_DYNAMIC_DRAW); |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| // Repeteadly update the data and draw |
| for (size_t i = 0; i < 10; ++i) |
| { |
| data[0] = (i + 10.f) / 255.f; |
| data[1] = (i + 20.f) / 255.f; |
| data[2] = (i + 30.f) / 255.f; |
| data[3] = (i + 40.f) / 255.f; |
| |
| glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(data), data); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, i + 10, i + 20, i + 30, i + 40); |
| } |
| } |
| |
| // Use a large number of buffer ranges (compared to the actual size of the UBO) |
| TEST_P(UniformBufferTest, ManyUniformBufferRange) |
| { |
| // TODO(jmadill): Figure out why this fails on Intel. |
| if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| { |
| std::cout << "Test skipped on Intel." << std::endl; |
| return; |
| } |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| // Query the uniform buffer alignment requirement |
| GLint alignment; |
| glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment); |
| |
| GLint64 maxUniformBlockSize; |
| glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); |
| if (alignment >= maxUniformBlockSize) |
| { |
| // ANGLE doesn't implement UBO offsets for this platform. |
| // Ignore the test case. |
| return; |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Let's create a buffer which contains eight vec4. |
| GLuint vec4Size = 4 * sizeof(float); |
| GLuint stride = 0; |
| do |
| { |
| stride += alignment; |
| } |
| while (stride < vec4Size); |
| |
| std::vector<char> v(8 * stride); |
| |
| for (size_t i = 0; i < 8; ++i) |
| { |
| float *data = reinterpret_cast<float*>(v.data() + i * stride); |
| |
| data[0] = (i + 10.f) / 255.f; |
| data[1] = (i + 20.f) / 255.f; |
| data[2] = (i + 30.f) / 255.f; |
| data[3] = (i + 40.f) / 255.f; |
| } |
| |
| glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); |
| glBufferData(GL_UNIFORM_BUFFER, v.size(), v.data(), GL_STATIC_DRAW); |
| |
| glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| // Bind each possible offset |
| for (size_t i = 0; i < 8; ++i) |
| { |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, stride); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i); |
| } |
| |
| // Try to bind larger range |
| for (size_t i = 0; i < 7; ++i) |
| { |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, 2 * stride); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i); |
| } |
| |
| // Try to bind even larger range |
| for (size_t i = 0; i < 5; ++i) |
| { |
| glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, 4 * stride); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i); |
| } |
| } |
| |
| // Tests that active uniforms have the right names. |
| TEST_P(UniformBufferTest, ActiveUniformNames) |
| { |
| const std::string &vertexShaderSource = |
| "#version 300 es\n" |
| "in vec2 position;\n" |
| "out float v;\n" |
| "uniform blockName {\n" |
| " float f;\n" |
| "} instanceName;\n" |
| "void main() {\n" |
| " v = instanceName.f;\n" |
| " gl_Position = vec4(position, 0, 1);\n" |
| "}"; |
| |
| const std::string &fragmentShaderSource = |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "in float v;\n" |
| "out vec4 color;\n" |
| "void main() {\n" |
| " color = vec4(v, 0, 0, 1);\n" |
| "}"; |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| ASSERT_NE(0u, program); |
| |
| GLint activeUniforms; |
| glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniforms); |
| |
| ASSERT_EQ(1, activeUniforms); |
| |
| GLint maxLength, size; |
| GLenum type; |
| GLsizei length; |
| glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength); |
| std::vector<GLchar> strBuffer(maxLength + 1, 0); |
| glGetActiveUniform(program, 0, maxLength, &length, &size, &type, &strBuffer[0]); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, size); |
| EXPECT_GLENUM_EQ(GL_FLOAT, type); |
| EXPECT_EQ("blockName.f", std::string(&strBuffer[0])); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
| ANGLE_INSTANTIATE_TEST(UniformBufferTest, |
| ES3_D3D11(), |
| ES3_D3D11_FL11_1(), |
| ES3_D3D11_FL11_1_REFERENCE(), |
| ES3_OPENGL(), |
| ES3_OPENGLES()); |
| |
| } // namespace |