blob: b99aa58388000a0f82fd0ad51ca32e5b68329f6e [file] [log] [blame]
// Copyright 2014 The Chromium 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 <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "gpu/command_buffer/tests/gl_manager.h"
#include "gpu/command_buffer/tests/gl_test_utils.h"
#include "testing/gmock/include/gmock/gmock.h"
#include "testing/gtest/include/gtest/gtest.h"
#define SHADER(Src) #Src
namespace gpu {
class GLProgramTest : public testing::Test {
protected:
virtual void SetUp() {
gl_.Initialize(GLManager::Options());
}
virtual void TearDown() {
gl_.Destroy();
}
GLManager gl_;
};
TEST_F(GLProgramTest, GetSetUniform) {
static const char* v_shader_str = SHADER(
attribute vec4 a_vertex;
attribute vec3 a_normal;
uniform mat4 u_modelViewProjMatrix;
struct MyStruct
{
int x;
int y;
};
uniform MyStruct u_struct;
uniform float u_array[4];
varying vec3 v_normal;
void main()
{
v_normal = a_normal;
gl_Position = u_modelViewProjMatrix * a_vertex +
vec4(u_struct.x, u_struct.y, 0, 1) +
vec4(u_array[0], u_array[1], u_array[2], u_array[3]);
}
);
static const char* f_shader_str = SHADER(
varying mediump vec3 v_normal;
void main()
{
gl_FragColor = vec4(v_normal/2.0+vec3(0.5), 1);
}
);
// Load the program.
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
glUseProgram(program);
// Relink program.
glLinkProgram(program);
// These tests will fail on NVidia if not worked around by
// command buffer.
GLint location_sx = glGetUniformLocation(program, "u_struct.x");
GLint location_array_0 = glGetUniformLocation(program, "u_array[0]");
glUniform1i(location_sx, 3);
glUniform1f(location_array_0, 123);
GLint int_value = 0;
GLfloat float_value = 0;
glGetUniformiv(program, location_sx, &int_value);
EXPECT_EQ(3, int_value);
glGetUniformfv(program, location_array_0, &float_value);
EXPECT_EQ(123.0f, float_value);
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_F(GLProgramTest, NewShaderInCurrentProgram) {
static const char* v_shader_str = SHADER(
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
);
static const char* f_red_shader_str = SHADER(
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
}
);
static const char* f_blue_shader_str = SHADER(
void main()
{
gl_FragColor = vec4(0, 0, 1, 1);
}
);
// Load the program.
GLuint vs = GLTestHelper::LoadShader(GL_VERTEX_SHADER, v_shader_str);
GLuint fs = GLTestHelper::LoadShader(GL_FRAGMENT_SHADER, f_red_shader_str);
GLuint program = GLTestHelper::SetupProgram(vs, fs);
glUseProgram(program);
glShaderSource(fs, 1, &f_blue_shader_str, NULL);
glCompileShader(fs);
glLinkProgram(program);
// We specifically don't call UseProgram again.
GLuint position_loc = glGetAttribLocation(program, "a_position");
GLTestHelper::SetupUnitQuad(position_loc);
glDrawArrays(GL_TRIANGLES, 0, 6);
uint8 expected_color[] = { 0, 0, 255, 255, };
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, 1, 1, 0, expected_color));
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_F(GLProgramTest, UniformsInCurrentProgram) {
static const char* v_shader_str = SHADER(
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
);
static const char* f_shader_str = SHADER(
precision mediump float;
uniform vec4 u_color;
void main()
{
gl_FragColor = u_color;;
}
);
// Load the program.
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
glUseProgram(program);
// Relink.
glLinkProgram(program);
// This test will fail on NVidia Linux if not worked around.
GLint color_location = glGetUniformLocation(program, "u_color");
glUniform4f(color_location, 0.0f, 0.0f, 1.0f, 1.0f);
// We specifically don't call UseProgram again.
GLuint position_loc = glGetAttribLocation(program, "a_position");
GLTestHelper::SetupUnitQuad(position_loc);
glDrawArrays(GL_TRIANGLES, 0, 6);
uint8 expected_color[] = { 0, 0, 255, 255, };
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, 1, 1, 0, expected_color));
GLTestHelper::CheckGLError("no errors", __LINE__);
}
} // namespace gpu