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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/DrawElementsTest.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/DrawElementsTest.cpp')
-rwxr-xr-xgfx/angle/src/tests/gl_tests/DrawElementsTest.cpp226
1 files changed, 226 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/DrawElementsTest.cpp b/gfx/angle/src/tests/gl_tests/DrawElementsTest.cpp
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index 000000000..91f3c1e9a
--- /dev/null
+++ b/gfx/angle/src/tests/gl_tests/DrawElementsTest.cpp
@@ -0,0 +1,226 @@
+//
+// 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.
+//
+// DrawElementsTest:
+// Tests for indexed draws.
+//
+
+#include "test_utils/ANGLETest.h"
+
+using namespace angle;
+
+namespace
+{
+
+class DrawElementsTest : public ANGLETest
+{
+ protected:
+ DrawElementsTest() : mProgram(0u)
+ {
+ setWindowWidth(64);
+ setWindowHeight(64);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ }
+
+ ~DrawElementsTest()
+ {
+ for (GLuint indexBuffer : mIndexBuffers)
+ {
+ if (indexBuffer != 0)
+ {
+ glDeleteBuffers(1, &indexBuffer);
+ }
+ }
+
+ for (GLuint vertexArray : mVertexArrays)
+ {
+ if (vertexArray != 0)
+ {
+ glDeleteVertexArrays(1, &vertexArray);
+ }
+ }
+
+ for (GLuint vertexBuffer : mVertexBuffers)
+ {
+ if (vertexBuffer != 0)
+ {
+ glDeleteBuffers(1, &vertexBuffer);
+ }
+ }
+
+ if (mProgram != 0u)
+ {
+ glDeleteProgram(mProgram);
+ }
+ }
+
+ std::vector<GLuint> mIndexBuffers;
+ std::vector<GLuint> mVertexArrays;
+ std::vector<GLuint> mVertexBuffers;
+ GLuint mProgram;
+};
+
+// Test a state desync that can occur when using a streaming index buffer in GL in concert with
+// deleting the applied index buffer.
+TEST_P(DrawElementsTest, DeletingAfterStreamingIndexes)
+{
+ // Init program
+ const std::string &vertexShader =
+ "attribute vec2 position;\n"
+ "attribute vec2 testFlag;\n"
+ "varying vec2 v_data;\n"
+ "void main() {\n"
+ " gl_Position = vec4(position, 0, 1);\n"
+ " v_data = testFlag;\n"
+ "}";
+
+ const std::string &fragmentShader =
+ "varying highp vec2 v_data;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(v_data, 0, 1);\n"
+ "}";
+
+ mProgram = CompileProgram(vertexShader, fragmentShader);
+ ASSERT_NE(0u, mProgram);
+ glUseProgram(mProgram);
+
+ GLint positionLocation = glGetAttribLocation(mProgram, "position");
+ ASSERT_NE(-1, positionLocation);
+
+ GLint testFlagLocation = glGetAttribLocation(mProgram, "testFlag");
+ ASSERT_NE(-1, testFlagLocation);
+
+ mIndexBuffers.resize(3u);
+ glGenBuffers(3, &mIndexBuffers[0]);
+
+ mVertexArrays.resize(2);
+ glGenVertexArrays(2, &mVertexArrays[0]);
+
+ mVertexBuffers.resize(2);
+ glGenBuffers(2, &mVertexBuffers[0]);
+
+ std::vector<GLuint> indexData[2];
+ indexData[0].push_back(0);
+ indexData[0].push_back(1);
+ indexData[0].push_back(2);
+ indexData[0].push_back(2);
+ indexData[0].push_back(3);
+ indexData[0].push_back(0);
+
+ indexData[1] = indexData[0];
+ for (GLuint &item : indexData[1])
+ {
+ item += 4u;
+ }
+
+ std::vector<GLfloat> positionData;
+ // quad verts
+ positionData.push_back(-1.0f);
+ positionData.push_back(1.0f);
+ positionData.push_back(-1.0f);
+ positionData.push_back(-1.0f);
+ positionData.push_back(1.0f);
+ positionData.push_back(-1.0f);
+ positionData.push_back(1.0f);
+ positionData.push_back(1.0f);
+
+ // Repeat position data
+ positionData.push_back(-1.0f);
+ positionData.push_back(1.0f);
+ positionData.push_back(-1.0f);
+ positionData.push_back(-1.0f);
+ positionData.push_back(1.0f);
+ positionData.push_back(-1.0f);
+ positionData.push_back(1.0f);
+ positionData.push_back(1.0f);
+
+ std::vector<GLfloat> testFlagData;
+ // red
+ testFlagData.push_back(1.0f);
+ testFlagData.push_back(0.0f);
+ testFlagData.push_back(1.0f);
+ testFlagData.push_back(0.0f);
+ testFlagData.push_back(1.0f);
+ testFlagData.push_back(0.0f);
+ testFlagData.push_back(1.0f);
+ testFlagData.push_back(0.0f);
+
+ // green
+ testFlagData.push_back(0.0f);
+ testFlagData.push_back(1.0f);
+ testFlagData.push_back(0.0f);
+ testFlagData.push_back(1.0f);
+ testFlagData.push_back(0.0f);
+ testFlagData.push_back(1.0f);
+ testFlagData.push_back(0.0f);
+ testFlagData.push_back(1.0f);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[0].size(), &indexData[0][0],
+ GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[2]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[0].size(), &indexData[0][0],
+ GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[1]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[1].size(), &indexData[1][0],
+ GL_STATIC_DRAW);
+
+ // Initialize first vertex array with second index buffer
+ glBindVertexArray(mVertexArrays[0]);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[0]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
+ GL_STATIC_DRAW);
+ glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
+ glEnableVertexAttribArray(positionLocation);
+
+ glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[1]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * testFlagData.size(), &testFlagData[0],
+ GL_STATIC_DRAW);
+ glVertexAttribPointer(testFlagLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
+ glEnableVertexAttribArray(testFlagLocation);
+
+ // Initialize second vertex array with first index buffer
+ glBindVertexArray(mVertexArrays[1]);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
+
+ glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[0]);
+ glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
+ glEnableVertexAttribArray(positionLocation);
+
+ glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[1]);
+ glVertexAttribPointer(testFlagLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
+ glEnableVertexAttribArray(testFlagLocation);
+
+ ASSERT_GL_NO_ERROR();
+
+ glBindVertexArray(mVertexArrays[0]);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
+ EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
+
+ glBindVertexArray(mVertexArrays[1]);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ glBindVertexArray(mVertexArrays[0]);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
+ EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
+
+ // Trigger the bug here.
+ glDeleteBuffers(1, &mIndexBuffers[2]);
+
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
+ EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
+
+ ASSERT_GL_NO_ERROR();
+}
+
+ANGLE_INSTANTIATE_TEST(DrawElementsTest, ES3_OPENGL(), ES3_OPENGLES());
+}