blob: 40b5c9d05ce06b48508ba398d8d13817b9732078 [file] [log] [blame]
//
// 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 "ANGLETest.h"
#include <memory>
#include <stdint.h>
using namespace angle;
class ProgramBinaryTest : public ANGLETest
{
protected:
ProgramBinaryTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 inputAttribute;
void main()
{
gl_Position = inputAttribute;
}
);
const std::string fragmentShaderSource = SHADER_SOURCE
(
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, NULL, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mBuffer);
ANGLETest::TearDown();
}
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)
{
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
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, NULL);
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);
}
}
// This tests the ability to successfully save and load a program binary.
TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
{
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, infoLog.size(), NULL, &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, NULL);
glEnableVertexAttribArray(0);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
}
glDeleteProgram(program2);
}
}
// 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());