blob: 4febf04769fe7dc238aea6a684627abc8b2144e9 [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.
//
// SimpleOperationTest:
// Basic GL commands such as linking a program, initializing a buffer, etc.
#include "ANGLETest.h"
#include <vector>
using namespace angle;
namespace
{
class SimpleOperationTest : public ANGLETest
{
protected:
SimpleOperationTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
};
TEST_P(SimpleOperationTest, CompileVertexShader)
{
const std::string source = SHADER_SOURCE
(
attribute vec4 a_input;
void main()
{
gl_Position = a_input;
}
);
GLuint shader = CompileShader(GL_VERTEX_SHADER, source);
EXPECT_NE(shader, 0u);
glDeleteShader(shader);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, CompileFragmentShader)
{
const std::string source = SHADER_SOURCE
(
precision mediump float;
varying vec4 v_input;
void main()
{
gl_FragColor = v_input;
}
);
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
EXPECT_NE(shader, 0u);
glDeleteShader(shader);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgram)
{
const std::string vsSource = SHADER_SOURCE
(
void main()
{
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
}
);
const std::string fsSource = SHADER_SOURCE
(
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
);
GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgramWithUniforms)
{
const std::string vsSource = SHADER_SOURCE
(
void main()
{
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
}
);
const std::string fsSource = SHADER_SOURCE
(
precision mediump float;
uniform vec4 u_input;
void main()
{
gl_FragColor = u_input;
}
);
GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
GLint uniformLoc = glGetUniformLocation(program, "u_input");
EXPECT_NE(-1, uniformLoc);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgramWithAttributes)
{
const std::string vsSource = SHADER_SOURCE
(
attribute vec4 a_input;
void main()
{
gl_Position = a_input;
}
);
const std::string fsSource = SHADER_SOURCE
(
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
);
GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
GLint attribLoc = glGetAttribLocation(program, "a_input");
EXPECT_NE(-1, attribLoc);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferDataWithData)
{
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<uint8_t> data(1024);
glBufferData(GL_ARRAY_BUFFER, data.size(), &data[0], GL_STATIC_DRAW);
glDeleteBuffers(1, &buffer);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferDataWithNoData)
{
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
glDeleteBuffers(1, &buffer);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferSubData)
{
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
const size_t bufferSize = 1024;
glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
const size_t subDataCount = 16;
std::vector<uint8_t> data(bufferSize / subDataCount);
for (size_t i = 0; i < subDataCount; i++)
{
glBufferSubData(GL_ARRAY_BUFFER, data.size() * i, data.size(), &data[0]);
}
glDeleteBuffers(1, &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(
SimpleOperationTest,
ES2_D3D9(), ES2_D3D11(), ES3_D3D11(), ES2_OPENGL(), ES3_OPENGL());
} // namespace