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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/gl_tests/VertexAttributeTest.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/VertexAttributeTest.cpp')
-rwxr-xr-xgfx/angle/src/tests/gl_tests/VertexAttributeTest.cpp894
1 files changed, 894 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/VertexAttributeTest.cpp b/gfx/angle/src/tests/gl_tests/VertexAttributeTest.cpp
new file mode 100755
index 000000000..b1b9dcd1f
--- /dev/null
+++ b/gfx/angle/src/tests/gl_tests/VertexAttributeTest.cpp
@@ -0,0 +1,894 @@
+//
+// 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
+{
+
+GLsizei TypeStride(GLenum attribType)
+{
+ switch (attribType)
+ {
+ case GL_UNSIGNED_BYTE:
+ case GL_BYTE:
+ return 1;
+ case GL_UNSIGNED_SHORT:
+ case GL_SHORT:
+ return 2;
+ case GL_UNSIGNED_INT:
+ case GL_INT:
+ case GL_FLOAT:
+ return 4;
+ default:
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+template <typename T>
+GLfloat Normalize(T value)
+{
+ static_assert(std::is_integral<T>::value, "Integer required.");
+ if (std::is_signed<T>::value)
+ {
+ typedef typename std::make_unsigned<T>::type unsigned_type;
+ return (2.0f * static_cast<GLfloat>(value) + 1.0f) /
+ static_cast<GLfloat>(std::numeric_limits<unsigned_type>::max());
+ }
+ else
+ {
+ return static_cast<GLfloat>(value) / static_cast<GLfloat>(std::numeric_limits<T>::max());
+ }
+}
+
+class VertexAttributeTest : public ANGLETest
+{
+ protected:
+ VertexAttributeTest()
+ : mProgram(0), mTestAttrib(-1), mExpectedAttrib(-1), mBuffer(0), mQuadBuffer(0)
+ {
+ setWindowWidth(128);
+ setWindowHeight(128);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ setConfigDepthBits(24);
+ }
+
+ enum class Source
+ {
+ BUFFER,
+ IMMEDIATE,
+ };
+
+ struct TestData final : angle::NonCopyable
+ {
+ TestData(GLenum typeIn,
+ GLboolean normalizedIn,
+ Source sourceIn,
+ const void *inputDataIn,
+ const GLfloat *expectedDataIn)
+ : type(typeIn),
+ normalized(normalizedIn),
+ bufferOffset(0),
+ source(sourceIn),
+ inputData(inputDataIn),
+ expectedData(expectedDataIn)
+ {
+ }
+
+ GLenum type;
+ GLboolean normalized;
+ size_t bufferOffset;
+ Source source;
+
+ const void *inputData;
+ const GLfloat *expectedData;
+ };
+
+ void setupTest(const TestData &test, GLint typeSize)
+ {
+ if (mProgram == 0)
+ {
+ initBasicProgram();
+ }
+
+ if (test.source == Source::BUFFER)
+ {
+ GLsizei dataSize = mVertexCount * TypeStride(test.type);
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+ glBufferData(GL_ARRAY_BUFFER, dataSize, test.inputData, GL_STATIC_DRAW);
+ glVertexAttribPointer(mTestAttrib, typeSize, test.type, test.normalized, 0,
+ reinterpret_cast<GLvoid *>(test.bufferOffset));
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+ else
+ {
+ ASSERT_EQ(Source::IMMEDIATE, test.source);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glVertexAttribPointer(mTestAttrib, typeSize, test.type, test.normalized, 0,
+ test.inputData);
+ }
+
+ glVertexAttribPointer(mExpectedAttrib, typeSize, GL_FLOAT, GL_FALSE, 0, test.expectedData);
+
+ glEnableVertexAttribArray(mTestAttrib);
+ glEnableVertexAttribArray(mExpectedAttrib);
+ }
+
+ void checkPixels()
+ {
+ GLint viewportSize[4];
+ glGetIntegerv(GL_VIEWPORT, viewportSize);
+
+ GLint midPixelX = (viewportSize[0] + viewportSize[2]) / 2;
+ GLint midPixelY = (viewportSize[1] + viewportSize[3]) / 2;
+
+ // We need to offset our checks from triangle edges to ensure we don't fall on a single tri
+ // Avoid making assumptions of drawQuad with four checks to check the four possible tri
+ // regions
+ EXPECT_PIXEL_EQ((midPixelX + viewportSize[0]) / 2, midPixelY, 255, 255, 255, 255);
+ EXPECT_PIXEL_EQ((midPixelX + viewportSize[2]) / 2, midPixelY, 255, 255, 255, 255);
+ EXPECT_PIXEL_EQ(midPixelX, (midPixelY + viewportSize[1]) / 2, 255, 255, 255, 255);
+ EXPECT_PIXEL_EQ(midPixelX, (midPixelY + viewportSize[3]) / 2, 255, 255, 255, 255);
+ }
+
+ void runTest(const TestData &test)
+ {
+ // TODO(geofflang): Figure out why this is broken on AMD OpenGL
+ if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on AMD OpenGL." << std::endl;
+ return;
+ }
+
+ for (GLint i = 0; i < 4; i++)
+ {
+ GLint typeSize = i + 1;
+ setupTest(test, typeSize);
+
+ drawQuad(mProgram, "position", 0.5f);
+
+ glDisableVertexAttribArray(mTestAttrib);
+ glDisableVertexAttribArray(mExpectedAttrib);
+
+ checkPixels();
+ }
+ }
+
+ void SetUp() override
+ {
+ ANGLETest::SetUp();
+
+ glClearColor(0, 0, 0, 0);
+ glClearDepthf(0.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glDisable(GL_DEPTH_TEST);
+
+ glGenBuffers(1, &mBuffer);
+ }
+
+ void TearDown() override
+ {
+ glDeleteProgram(mProgram);
+ glDeleteBuffers(1, &mBuffer);
+ glDeleteBuffers(1, &mQuadBuffer);
+
+ ANGLETest::TearDown();
+ }
+
+ GLuint compileMultiAttribProgram(GLint attribCount)
+ {
+ std::stringstream shaderStream;
+
+ shaderStream << "attribute mediump vec4 position;" << std::endl;
+ for (GLint attribIndex = 0; attribIndex < attribCount; ++attribIndex)
+ {
+ shaderStream << "attribute float a" << attribIndex << ";" << std::endl;
+ }
+ shaderStream << "varying mediump float color;" << std::endl
+ << "void main() {" << std::endl
+ << " gl_Position = position;" << std::endl
+ << " color = 0.0;" << std::endl;
+ for (GLint attribIndex = 0; attribIndex < attribCount; ++attribIndex)
+ {
+ shaderStream << " color += a" << attribIndex << ";" << std::endl;
+ }
+ shaderStream << "}" << std::endl;
+
+ const std::string testFragmentShaderSource =
+ SHADER_SOURCE(varying mediump float color; void main(void)
+ {
+ gl_FragColor = vec4(color, 0.0, 0.0, 1.0);
+ });
+
+ return CompileProgram(shaderStream.str(), testFragmentShaderSource);
+ }
+
+ void setupMultiAttribs(GLuint program, GLint attribCount, GLfloat value)
+ {
+ glUseProgram(program);
+ for (GLint attribIndex = 0; attribIndex < attribCount; ++attribIndex)
+ {
+ std::stringstream attribStream;
+ attribStream << "a" << attribIndex;
+ GLint location = glGetAttribLocation(program, attribStream.str().c_str());
+ ASSERT_NE(-1, location);
+ glVertexAttrib1f(location, value);
+ glDisableVertexAttribArray(location);
+ }
+ }
+
+ void initBasicProgram()
+ {
+ const std::string testVertexShaderSource =
+ "attribute mediump vec4 position;\n"
+ "attribute mediump vec4 test;\n"
+ "attribute mediump vec4 expected;\n"
+ "varying mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_Position = position;\n"
+ " vec4 threshold = max(abs(expected) * 0.01, 1.0 / 64.0);\n"
+ " color = vec4(lessThanEqual(abs(test - expected), threshold));\n"
+ "}\n";
+
+ const std::string testFragmentShaderSource =
+ "varying mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+
+ mProgram = CompileProgram(testVertexShaderSource, testFragmentShaderSource);
+ ASSERT_NE(0u, mProgram);
+
+ mTestAttrib = glGetAttribLocation(mProgram, "test");
+ ASSERT_NE(-1, mTestAttrib);
+ mExpectedAttrib = glGetAttribLocation(mProgram, "expected");
+ ASSERT_NE(-1, mExpectedAttrib);
+
+ glUseProgram(mProgram);
+ }
+
+ static const size_t mVertexCount = 24;
+
+ GLuint mProgram;
+ GLint mTestAttrib;
+ GLint mExpectedAttrib;
+ GLuint mBuffer;
+ GLuint mQuadBuffer;
+};
+
+TEST_P(VertexAttributeTest, UnsignedByteUnnormalized)
+{
+ GLubyte inputData[mVertexCount] = { 0, 1, 2, 3, 4, 5, 6, 7, 125, 126, 127, 128, 129, 250, 251, 252, 253, 254, 255 };
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = inputData[i];
+ }
+
+ TestData data(GL_UNSIGNED_BYTE, GL_FALSE, Source::IMMEDIATE, inputData, expectedData);
+ runTest(data);
+}
+
+TEST_P(VertexAttributeTest, UnsignedByteNormalized)
+{
+ GLubyte inputData[mVertexCount] = { 0, 1, 2, 3, 4, 5, 6, 7, 125, 126, 127, 128, 129, 250, 251, 252, 253, 254, 255 };
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = Normalize(inputData[i]);
+ }
+
+ TestData data(GL_UNSIGNED_BYTE, GL_TRUE, Source::IMMEDIATE, inputData, expectedData);
+ runTest(data);
+}
+
+TEST_P(VertexAttributeTest, ByteUnnormalized)
+{
+ GLbyte inputData[mVertexCount] = { 0, 1, 2, 3, 4, -1, -2, -3, -4, 125, 126, 127, -128, -127, -126 };
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = inputData[i];
+ }
+
+ TestData data(GL_BYTE, GL_FALSE, Source::IMMEDIATE, inputData, expectedData);
+ runTest(data);
+}
+
+TEST_P(VertexAttributeTest, ByteNormalized)
+{
+ GLbyte inputData[mVertexCount] = { 0, 1, 2, 3, 4, -1, -2, -3, -4, 125, 126, 127, -128, -127, -126 };
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = Normalize(inputData[i]);
+ }
+
+ TestData data(GL_BYTE, GL_TRUE, Source::IMMEDIATE, inputData, expectedData);
+ runTest(data);
+}
+
+TEST_P(VertexAttributeTest, UnsignedShortUnnormalized)
+{
+ GLushort inputData[mVertexCount] = { 0, 1, 2, 3, 254, 255, 256, 32766, 32767, 32768, 65533, 65534, 65535 };
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = inputData[i];
+ }
+
+ TestData data(GL_UNSIGNED_SHORT, GL_FALSE, Source::IMMEDIATE, inputData, expectedData);
+ runTest(data);
+}
+
+TEST_P(VertexAttributeTest, UnsignedShortNormalized)
+{
+ GLushort inputData[mVertexCount] = { 0, 1, 2, 3, 254, 255, 256, 32766, 32767, 32768, 65533, 65534, 65535 };
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = Normalize(inputData[i]);
+ }
+
+ TestData data(GL_UNSIGNED_SHORT, GL_TRUE, Source::IMMEDIATE, inputData, expectedData);
+ runTest(data);
+}
+
+TEST_P(VertexAttributeTest, ShortUnnormalized)
+{
+ GLshort inputData[mVertexCount] = { 0, 1, 2, 3, -1, -2, -3, -4, 32766, 32767, -32768, -32767, -32766 };
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = inputData[i];
+ }
+
+ TestData data(GL_SHORT, GL_FALSE, Source::IMMEDIATE, inputData, expectedData);
+ runTest(data);
+}
+
+TEST_P(VertexAttributeTest, ShortNormalized)
+{
+ GLshort inputData[mVertexCount] = { 0, 1, 2, 3, -1, -2, -3, -4, 32766, 32767, -32768, -32767, -32766 };
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = Normalize(inputData[i]);
+ }
+
+ TestData data(GL_SHORT, GL_TRUE, Source::IMMEDIATE, inputData, expectedData);
+ runTest(data);
+}
+
+class VertexAttributeTestES3 : public VertexAttributeTest
+{
+ protected:
+ VertexAttributeTestES3() {}
+};
+
+TEST_P(VertexAttributeTestES3, IntUnnormalized)
+{
+ GLint lo = std::numeric_limits<GLint>::min();
+ GLint hi = std::numeric_limits<GLint>::max();
+ GLint inputData[mVertexCount] = {0, 1, 2, 3, -1, -2, -3, -4, -1, hi, hi - 1, lo, lo + 1};
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = static_cast<GLfloat>(inputData[i]);
+ }
+
+ TestData data(GL_INT, GL_FALSE, Source::BUFFER, inputData, expectedData);
+ runTest(data);
+}
+
+TEST_P(VertexAttributeTestES3, IntNormalized)
+{
+ GLint lo = std::numeric_limits<GLint>::min();
+ GLint hi = std::numeric_limits<GLint>::max();
+ GLint inputData[mVertexCount] = {0, 1, 2, 3, -1, -2, -3, -4, -1, hi, hi - 1, lo, lo + 1};
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = Normalize(inputData[i]);
+ }
+
+ TestData data(GL_INT, GL_TRUE, Source::BUFFER, inputData, expectedData);
+ runTest(data);
+}
+
+TEST_P(VertexAttributeTestES3, UnsignedIntUnnormalized)
+{
+ GLuint mid = std::numeric_limits<GLuint>::max() >> 1;
+ GLuint hi = std::numeric_limits<GLuint>::max();
+ GLuint inputData[mVertexCount] = {0, 1, 2, 3, 254, 255, 256,
+ mid - 1, mid, mid + 1, hi - 2, hi - 1, hi};
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = static_cast<GLfloat>(inputData[i]);
+ }
+
+ TestData data(GL_UNSIGNED_INT, GL_FALSE, Source::BUFFER, inputData, expectedData);
+ runTest(data);
+}
+
+TEST_P(VertexAttributeTestES3, UnsignedIntNormalized)
+{
+ GLuint mid = std::numeric_limits<GLuint>::max() >> 1;
+ GLuint hi = std::numeric_limits<GLuint>::max();
+ GLuint inputData[mVertexCount] = {0, 1, 2, 3, 254, 255, 256,
+ mid - 1, mid, mid + 1, hi - 2, hi - 1, hi};
+ GLfloat expectedData[mVertexCount];
+ for (size_t i = 0; i < mVertexCount; i++)
+ {
+ expectedData[i] = Normalize(inputData[i]);
+ }
+
+ TestData data(GL_UNSIGNED_INT, GL_TRUE, Source::BUFFER, inputData, expectedData);
+ runTest(data);
+}
+
+// Validate that we can support GL_MAX_ATTRIBS attribs
+TEST_P(VertexAttributeTest, MaxAttribs)
+{
+ // TODO(jmadill): Figure out why we get this error on AMD/OpenGL and Intel.
+ if ((IsIntel() || IsAMD()) && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on Intel and AMD." << std::endl;
+ return;
+ }
+
+ GLint maxAttribs;
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribs);
+ ASSERT_GL_NO_ERROR();
+
+ // Reserve one attrib for position
+ GLint drawAttribs = maxAttribs - 1;
+
+ GLuint program = compileMultiAttribProgram(drawAttribs);
+ ASSERT_NE(0u, program);
+
+ setupMultiAttribs(program, drawAttribs, 0.5f / static_cast<float>(drawAttribs));
+ drawQuad(program, "position", 0.5f);
+
+ EXPECT_GL_NO_ERROR();
+ EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 1);
+}
+
+// Validate that we cannot support GL_MAX_ATTRIBS+1 attribs
+TEST_P(VertexAttributeTest, MaxAttribsPlusOne)
+{
+ // TODO(jmadill): Figure out why we get this error on AMD/ES2/OpenGL
+ if (IsAMD() && GetParam() == ES2_OPENGL())
+ {
+ std::cout << "Test disabled on AMD/ES2/OpenGL" << std::endl;
+ return;
+ }
+
+ GLint maxAttribs;
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribs);
+ ASSERT_GL_NO_ERROR();
+
+ // Exceed attrib count by one (counting position)
+ GLint drawAttribs = maxAttribs;
+
+ GLuint program = compileMultiAttribProgram(drawAttribs);
+ ASSERT_EQ(0u, program);
+}
+
+// Simple test for when we use glBindAttribLocation
+TEST_P(VertexAttributeTest, SimpleBindAttribLocation)
+{
+ // TODO(jmadill): Figure out why this fails on Intel.
+ if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on Intel." << std::endl;
+ return;
+ }
+
+ // Re-use the multi-attrib program, binding attribute 0
+ GLuint program = compileMultiAttribProgram(1);
+ glBindAttribLocation(program, 2, "position");
+ glBindAttribLocation(program, 3, "a0");
+ glLinkProgram(program);
+
+ // Setup and draw the quad
+ setupMultiAttribs(program, 1, 0.5f);
+ drawQuad(program, "position", 0.5f);
+ EXPECT_GL_NO_ERROR();
+ EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 1);
+}
+
+// Verify that drawing with a large out-of-range offset generates INVALID_OPERATION.
+TEST_P(VertexAttributeTest, DrawArraysBufferTooSmall)
+{
+ GLfloat inputData[mVertexCount];
+ GLfloat expectedData[mVertexCount];
+ for (size_t count = 0; count < mVertexCount; ++count)
+ {
+ inputData[count] = static_cast<GLfloat>(count);
+ expectedData[count] = inputData[count];
+ }
+
+ TestData data(GL_FLOAT, GL_FALSE, Source::BUFFER, inputData, expectedData);
+ data.bufferOffset = mVertexCount * TypeStride(GL_FLOAT);
+
+ setupTest(data, 1);
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+}
+
+// Verify that index draw with an out-of-range offset generates INVALID_OPERATION.
+TEST_P(VertexAttributeTest, DrawElementsBufferTooSmall)
+{
+ GLfloat inputData[mVertexCount];
+ GLfloat expectedData[mVertexCount];
+ for (size_t count = 0; count < mVertexCount; ++count)
+ {
+ inputData[count] = static_cast<GLfloat>(count);
+ expectedData[count] = inputData[count];
+ }
+
+ TestData data(GL_FLOAT, GL_FALSE, Source::BUFFER, inputData, expectedData);
+ data.bufferOffset = (mVertexCount - 3) * TypeStride(GL_FLOAT);
+
+ setupTest(data, 1);
+ drawIndexedQuad(mProgram, "position", 0.5f);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+}
+
+// Verify that using a different start vertex doesn't mess up the draw.
+TEST_P(VertexAttributeTest, DrawArraysWithBufferOffset)
+{
+ // TODO(jmadill): Diagnose this failure.
+ if (IsD3D11_FL93())
+ {
+ std::cout << "Test disabled on D3D11 FL 9_3" << std::endl;
+ return;
+ }
+
+ // TODO(geofflang): Figure out why this is broken on AMD OpenGL
+ if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ std::cout << "Test skipped on AMD OpenGL." << std::endl;
+ return;
+ }
+
+ initBasicProgram();
+ glUseProgram(mProgram);
+
+ GLfloat inputData[mVertexCount];
+ GLfloat expectedData[mVertexCount];
+ for (size_t count = 0; count < mVertexCount; ++count)
+ {
+ inputData[count] = static_cast<GLfloat>(count);
+ expectedData[count] = inputData[count];
+ }
+
+ auto quadVertices = GetQuadVertices();
+ GLsizei quadVerticesSize = static_cast<GLsizei>(quadVertices.size() * sizeof(quadVertices[0]));
+
+ glGenBuffers(1, &mQuadBuffer);
+ glBindBuffer(GL_ARRAY_BUFFER, mQuadBuffer);
+ glBufferData(GL_ARRAY_BUFFER, quadVerticesSize + sizeof(Vector3), nullptr, GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, quadVerticesSize, quadVertices.data());
+
+ GLint positionLocation = glGetAttribLocation(mProgram, "position");
+ ASSERT_NE(-1, positionLocation);
+ glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
+ glEnableVertexAttribArray(positionLocation);
+
+ GLsizei dataSize = mVertexCount * TypeStride(GL_FLOAT);
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+ glBufferData(GL_ARRAY_BUFFER, dataSize + TypeStride(GL_FLOAT), nullptr, GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, dataSize, inputData);
+ glVertexAttribPointer(mTestAttrib, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
+ glEnableVertexAttribArray(mTestAttrib);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glVertexAttribPointer(mExpectedAttrib, 1, GL_FLOAT, GL_FALSE, 0, expectedData);
+ glEnableVertexAttribArray(mExpectedAttrib);
+
+ // Vertex draw with no start vertex offset (second argument is zero).
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ checkPixels();
+
+ // Draw offset by one vertex.
+ glDrawArrays(GL_TRIANGLES, 1, 6);
+ checkPixels();
+
+ EXPECT_GL_NO_ERROR();
+}
+
+class VertexAttributeCachingTest : public VertexAttributeTest
+{
+ protected:
+ VertexAttributeCachingTest() {}
+
+ void SetUp() override;
+
+ template <typename DestT>
+ static std::vector<GLfloat> GetExpectedData(const std::vector<GLubyte> &srcData,
+ GLenum attribType,
+ GLboolean normalized);
+
+ void initDoubleAttribProgram()
+ {
+ const std::string testVertexShaderSource =
+ "attribute mediump vec4 position;\n"
+ "attribute mediump vec4 test;\n"
+ "attribute mediump vec4 expected;\n"
+ "attribute mediump vec4 test2;\n"
+ "attribute mediump vec4 expected2;\n"
+ "varying mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_Position = position;\n"
+ " vec4 threshold = max(abs(expected) * 0.01, 1.0 / 64.0);\n"
+ " color = vec4(lessThanEqual(abs(test - expected), threshold));\n"
+ " vec4 threshold2 = max(abs(expected2) * 0.01, 1.0 / 64.0);\n"
+ " color += vec4(lessThanEqual(abs(test2 - expected2), threshold2));\n"
+ "}\n";
+
+ const std::string testFragmentShaderSource =
+ "varying mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+
+ mProgram = CompileProgram(testVertexShaderSource, testFragmentShaderSource);
+ ASSERT_NE(0u, mProgram);
+
+ mTestAttrib = glGetAttribLocation(mProgram, "test");
+ ASSERT_NE(-1, mTestAttrib);
+ mExpectedAttrib = glGetAttribLocation(mProgram, "expected");
+ ASSERT_NE(-1, mExpectedAttrib);
+
+ glUseProgram(mProgram);
+ }
+
+ struct AttribData
+ {
+ AttribData(GLenum typeIn, GLint sizeIn, GLboolean normalizedIn, GLsizei strideIn);
+
+ GLenum type;
+ GLint size;
+ GLboolean normalized;
+ GLsizei stride;
+ };
+
+ std::vector<AttribData> mTestData;
+ std::map<GLenum, std::vector<GLfloat>> mExpectedData;
+ std::map<GLenum, std::vector<GLfloat>> mNormExpectedData;
+};
+
+VertexAttributeCachingTest::AttribData::AttribData(GLenum typeIn,
+ GLint sizeIn,
+ GLboolean normalizedIn,
+ GLsizei strideIn)
+ : type(typeIn), size(sizeIn), normalized(normalizedIn), stride(strideIn)
+{
+}
+
+// static
+template <typename DestT>
+std::vector<GLfloat> VertexAttributeCachingTest::GetExpectedData(
+ const std::vector<GLubyte> &srcData,
+ GLenum attribType,
+ GLboolean normalized)
+{
+ std::vector<GLfloat> expectedData;
+
+ const DestT *typedSrcPtr = reinterpret_cast<const DestT *>(srcData.data());
+ size_t iterations = srcData.size() / TypeStride(attribType);
+
+ if (normalized)
+ {
+ for (size_t index = 0; index < iterations; ++index)
+ {
+ expectedData.push_back(Normalize(typedSrcPtr[index]));
+ }
+ }
+ else
+ {
+ for (size_t index = 0; index < iterations; ++index)
+ {
+ expectedData.push_back(static_cast<GLfloat>(typedSrcPtr[index]));
+ }
+ }
+
+ return expectedData;
+}
+
+void VertexAttributeCachingTest::SetUp()
+{
+ VertexAttributeTest::SetUp();
+
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+
+ std::vector<GLubyte> srcData;
+ for (size_t count = 0; count < 4; ++count)
+ {
+ for (GLubyte i = 0; i < std::numeric_limits<GLubyte>::max(); ++i)
+ {
+ srcData.push_back(i);
+ }
+ }
+
+ glBufferData(GL_ARRAY_BUFFER, srcData.size(), srcData.data(), GL_STATIC_DRAW);
+
+ GLint viewportSize[4];
+ glGetIntegerv(GL_VIEWPORT, viewportSize);
+
+ std::vector<GLenum> attribTypes;
+ attribTypes.push_back(GL_BYTE);
+ attribTypes.push_back(GL_UNSIGNED_BYTE);
+ attribTypes.push_back(GL_SHORT);
+ attribTypes.push_back(GL_UNSIGNED_SHORT);
+
+ if (getClientMajorVersion() >= 3)
+ {
+ attribTypes.push_back(GL_INT);
+ attribTypes.push_back(GL_UNSIGNED_INT);
+ }
+
+ const GLint maxSize = 4;
+ const GLsizei maxStride = 4;
+
+ for (GLenum attribType : attribTypes)
+ {
+ for (GLint attribSize = 1; attribSize <= maxSize; ++attribSize)
+ {
+ for (GLsizei stride = 1; stride <= maxStride; ++stride)
+ {
+ mTestData.push_back(AttribData(attribType, attribSize, GL_FALSE, stride));
+ if (attribType != GL_FLOAT)
+ {
+ mTestData.push_back(AttribData(attribType, attribSize, GL_TRUE, stride));
+ }
+ }
+ }
+ }
+
+ mExpectedData[GL_BYTE] = GetExpectedData<GLbyte>(srcData, GL_BYTE, GL_FALSE);
+ mExpectedData[GL_UNSIGNED_BYTE] = GetExpectedData<GLubyte>(srcData, GL_UNSIGNED_BYTE, GL_FALSE);
+ mExpectedData[GL_SHORT] = GetExpectedData<GLshort>(srcData, GL_SHORT, GL_FALSE);
+ mExpectedData[GL_UNSIGNED_SHORT] =
+ GetExpectedData<GLushort>(srcData, GL_UNSIGNED_SHORT, GL_FALSE);
+ mExpectedData[GL_INT] = GetExpectedData<GLint>(srcData, GL_INT, GL_FALSE);
+ mExpectedData[GL_UNSIGNED_INT] = GetExpectedData<GLuint>(srcData, GL_UNSIGNED_INT, GL_FALSE);
+
+ mNormExpectedData[GL_BYTE] = GetExpectedData<GLbyte>(srcData, GL_BYTE, GL_TRUE);
+ mNormExpectedData[GL_UNSIGNED_BYTE] =
+ GetExpectedData<GLubyte>(srcData, GL_UNSIGNED_BYTE, GL_TRUE);
+ mNormExpectedData[GL_SHORT] = GetExpectedData<GLshort>(srcData, GL_SHORT, GL_TRUE);
+ mNormExpectedData[GL_UNSIGNED_SHORT] =
+ GetExpectedData<GLushort>(srcData, GL_UNSIGNED_SHORT, GL_TRUE);
+ mNormExpectedData[GL_INT] = GetExpectedData<GLint>(srcData, GL_INT, GL_TRUE);
+ mNormExpectedData[GL_UNSIGNED_INT] = GetExpectedData<GLuint>(srcData, GL_UNSIGNED_INT, GL_TRUE);
+}
+
+// In D3D11, we must sometimes translate buffer data into static attribute caches. We also use a
+// cache management scheme which garbage collects old attributes after we start using too much
+// cache data. This test tries to make as many attribute caches from a single buffer as possible
+// to stress-test the caching code.
+TEST_P(VertexAttributeCachingTest, BufferMulticaching)
+{
+ if (IsAMD() && IsDesktopOpenGL())
+ {
+ std::cout << "Test skipped on AMD OpenGL." << std::endl;
+ return;
+ }
+
+ initBasicProgram();
+
+ glEnableVertexAttribArray(mTestAttrib);
+ glEnableVertexAttribArray(mExpectedAttrib);
+
+ ASSERT_GL_NO_ERROR();
+
+ for (const auto &data : mTestData)
+ {
+ const auto &expected =
+ (data.normalized) ? mNormExpectedData[data.type] : mExpectedData[data.type];
+
+ GLsizei baseStride = static_cast<GLsizei>(data.size) * data.stride;
+ GLsizei stride = TypeStride(data.type) * baseStride;
+
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+ glVertexAttribPointer(mTestAttrib, data.size, data.type, data.normalized, stride, nullptr);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glVertexAttribPointer(mExpectedAttrib, data.size, GL_FLOAT, GL_FALSE,
+ sizeof(GLfloat) * baseStride, expected.data());
+ drawQuad(mProgram, "position", 0.5f);
+ ASSERT_GL_NO_ERROR();
+ EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
+ }
+}
+
+// With D3D11 dirty bits for VertxArray11, we can leave vertex state unchanged if there aren't any
+// GL calls that affect it. This test targets leaving one vertex attribute unchanged between draw
+// calls while changing another vertex attribute enough that it clears the static buffer cache
+// after enough iterations. It validates the unchanged attributes don't get deleted incidentally.
+TEST_P(VertexAttributeCachingTest, BufferMulticachingWithOneUnchangedAttrib)
+{
+ if (IsAMD() && IsDesktopOpenGL())
+ {
+ std::cout << "Test skipped on AMD OpenGL." << std::endl;
+ return;
+ }
+
+ initDoubleAttribProgram();
+
+ GLint testAttrib2Location = glGetAttribLocation(mProgram, "test2");
+ ASSERT_NE(-1, testAttrib2Location);
+ GLint expectedAttrib2Location = glGetAttribLocation(mProgram, "expected2");
+ ASSERT_NE(-1, expectedAttrib2Location);
+
+ glEnableVertexAttribArray(mTestAttrib);
+ glEnableVertexAttribArray(mExpectedAttrib);
+ glEnableVertexAttribArray(testAttrib2Location);
+ glEnableVertexAttribArray(expectedAttrib2Location);
+
+ ASSERT_GL_NO_ERROR();
+
+ // Use an attribute that we know must be converted. This is a bit sensitive.
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+ glVertexAttribPointer(testAttrib2Location, 3, GL_UNSIGNED_SHORT, GL_FALSE, 6, nullptr);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glVertexAttribPointer(expectedAttrib2Location, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3,
+ mExpectedData[GL_UNSIGNED_SHORT].data());
+
+ for (const auto &data : mTestData)
+ {
+ const auto &expected =
+ (data.normalized) ? mNormExpectedData[data.type] : mExpectedData[data.type];
+
+ GLsizei baseStride = static_cast<GLsizei>(data.size) * data.stride;
+ GLsizei stride = TypeStride(data.type) * baseStride;
+
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+ glVertexAttribPointer(mTestAttrib, data.size, data.type, data.normalized, stride, nullptr);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glVertexAttribPointer(mExpectedAttrib, data.size, GL_FLOAT, GL_FALSE,
+ sizeof(GLfloat) * baseStride, expected.data());
+ drawQuad(mProgram, "position", 0.5f);
+
+ ASSERT_GL_NO_ERROR();
+ EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
+ }
+}
+
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+// D3D11 Feature Level 9_3 uses different D3D formats for vertex attribs compared to Feature Levels 10_0+, so we should test them separately.
+ANGLE_INSTANTIATE_TEST(VertexAttributeTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_OPENGL(),
+ ES3_OPENGL(),
+ ES2_OPENGLES(),
+ ES3_OPENGLES());
+
+ANGLE_INSTANTIATE_TEST(VertexAttributeTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
+
+ANGLE_INSTANTIATE_TEST(VertexAttributeCachingTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES3_D3D11(),
+ ES3_OPENGL());
+
+} // anonymous namespace