From 4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0 Mon Sep 17 00:00:00 2001 From: wolfbeast Date: Wed, 11 Jul 2018 18:11:13 +0200 Subject: Roll back to ANGLE/2845 --- gfx/angle/src/tests/gl_tests/UniformBufferTest.cpp | 242 ++++----------------- 1 file changed, 46 insertions(+), 196 deletions(-) (limited to 'gfx/angle/src/tests/gl_tests/UniformBufferTest.cpp') diff --git a/gfx/angle/src/tests/gl_tests/UniformBufferTest.cpp b/gfx/angle/src/tests/gl_tests/UniformBufferTest.cpp index b3577bf30..0d35df177 100755 --- a/gfx/angle/src/tests/gl_tests/UniformBufferTest.cpp +++ b/gfx/angle/src/tests/gl_tests/UniformBufferTest.cpp @@ -5,7 +5,6 @@ // #include "test_utils/ANGLETest.h" -#include "test_utils/gl_raii.h" using namespace angle; @@ -25,7 +24,7 @@ class UniformBufferTest : public ANGLETest setConfigAlphaBits(8); } - void SetUp() override + virtual void SetUp() { ANGLETest::SetUp(); @@ -63,7 +62,7 @@ class UniformBufferTest : public ANGLETest ASSERT_GL_NO_ERROR(); } - void TearDown() override + virtual void TearDown() { glDeleteBuffers(1, &mUniformBuffer); glDeleteProgram(mProgram); @@ -78,6 +77,13 @@ class UniformBufferTest : public ANGLETest // Basic UBO functionality. TEST_P(UniformBufferTest, Simple) { + // TODO(jmadill): Figure out why this fails on Intel. + if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) + { + std::cout << "Test skipped on Intel." << std::endl; + return; + } + glClear(GL_COLOR_BUFFER_BIT); float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f}; @@ -98,6 +104,13 @@ TEST_P(UniformBufferTest, Simple) // The second step renders a color from a UBO with a non-zero offset. TEST_P(UniformBufferTest, UniformBufferRange) { + // TODO(jmadill): Figure out why this fails on Intel. + if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) + { + std::cout << "Test skipped on Intel." << std::endl; + return; + } + int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; @@ -169,6 +182,13 @@ TEST_P(UniformBufferTest, UniformBufferRange) // Test uniform block bindings. TEST_P(UniformBufferTest, UniformBufferBindings) { + // TODO(jmadill): Figure out why this fails on Intel. + if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) + { + std::cout << "Test skipped on Intel." << std::endl; + return; + } + int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; @@ -225,10 +245,11 @@ TEST_P(UniformBufferTest, UnboundUniformBuffer) // https://code.google.com/p/angleproject/issues/detail?id=965 TEST_P(UniformBufferTest, UniformBufferManyUpdates) { - // TODO(jmadill): Figure out why this fails on Intel OpenGL. - if (IsIntel() && IsOpenGL()) + // TODO(jmadill): Figure out why this fails on Intel. + if (IsIntel() && (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE || + getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)) { - std::cout << "Test skipped on Intel OpenGL." << std::endl; + std::cout << "Test skipped on Intel." << std::endl; return; } @@ -265,6 +286,13 @@ TEST_P(UniformBufferTest, UniformBufferManyUpdates) // Use a large number of buffer ranges (compared to the actual size of the UBO) TEST_P(UniformBufferTest, ManyUniformBufferRange) { + // TODO(jmadill): Figure out why this fails on Intel. + if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) + { + std::cout << "Test skipped on Intel." << std::endl; + return; + } + int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; @@ -342,119 +370,15 @@ TEST_P(UniformBufferTest, ManyUniformBufferRange) // Tests that active uniforms have the right names. TEST_P(UniformBufferTest, ActiveUniformNames) { - const std::string &vertexShaderSource = - "#version 300 es\n" - "in vec2 position;\n" - "out vec2 v;\n" - "uniform blockName1 {\n" - " float f1;\n" - "} instanceName1;\n" - "uniform blockName2 {\n" - " float f2;\n" - "} instanceName2[1];\n" - "void main() {\n" - " v = vec2(instanceName1.f1, instanceName2[0].f2);\n" - " gl_Position = vec4(position, 0, 1);\n" - "}"; - - const std::string &fragmentShaderSource = - "#version 300 es\n" - "precision highp float;\n" - "in vec2 v;\n" - "out vec4 color;\n" - "void main() {\n" - " color = vec4(v, 0, 1);\n" - "}"; - - GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); - ASSERT_NE(0u, program); - - GLint activeUniformBlocks; - glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks); - ASSERT_EQ(2, activeUniformBlocks); - - GLint maxLength; - GLsizei length; - glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &maxLength); - std::vector strBlockNameBuffer(maxLength + 1, 0); - glGetActiveUniformBlockName(program, 0, maxLength, &length, &strBlockNameBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ("blockName1", std::string(&strBlockNameBuffer[0])); - - glGetActiveUniformBlockName(program, 1, maxLength, &length, &strBlockNameBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ("blockName2[0]", std::string(&strBlockNameBuffer[0])); - - GLint activeUniforms; - glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniforms); - - ASSERT_EQ(2, activeUniforms); - - GLint size; - GLenum type; - glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength); - std::vector strUniformNameBuffer(maxLength + 1, 0); - glGetActiveUniform(program, 0, maxLength, &length, &size, &type, &strUniformNameBuffer[0]); - - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(1, size); - EXPECT_GLENUM_EQ(GL_FLOAT, type); - EXPECT_EQ("blockName1.f1", std::string(&strUniformNameBuffer[0])); - - glGetActiveUniform(program, 1, maxLength, &length, &size, &type, &strUniformNameBuffer[0]); - - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(1, size); - EXPECT_GLENUM_EQ(GL_FLOAT, type); - EXPECT_EQ("blockName2.f2", std::string(&strUniformNameBuffer[0])); -} - -// Tests active uniforms and blocks when the layout is std140, shared and packed. -TEST_P(UniformBufferTest, ActiveUniformNumberAndName) -{ - // TODO(Jiajia): Figure out why this fails on Intel on Mac. - // This case can pass on Intel Mac-10.11/10.12. But it fails on Intel Mac-10.10. - if (IsIntel() && IsOSX()) - { - std::cout << "Test skipped on Intel on Mac." << std::endl; - return; - } - - // This case fails on all AMD platforms (Mac, Linux, Win). - // TODO(zmo): This actually passes on certain AMD cards, but we don't have - // a way to do device specific handling yet. - if (IsAMD()) - { - std::cout << "Test skipped on AMD." << std::endl; - return; - } - const std::string &vertexShaderSource = "#version 300 es\n" "in vec2 position;\n" "out float v;\n" - "struct S {\n" - " highp ivec3 a;\n" - " mediump ivec2 b[4];\n" - "};\n" - "layout(std140) uniform blockName0 {\n" - " S s0;\n" - " lowp vec2 v0;\n" - " S s1[2];\n" - " highp uint u0;\n" - "};\n" - "layout(std140) uniform blockName1 {\n" - " float f1;\n" - " bool b1;\n" - "} instanceName1;\n" - "layout(shared) uniform blockName2 {\n" - " float f2;\n" - "};\n" - "layout(packed) uniform blockName3 {\n" - " float f3;\n" - "};\n" + "uniform blockName {\n" + " float f;\n" + "} instanceName;\n" "void main() {\n" - " v = instanceName1.f1;\n" + " v = instanceName.f;\n" " gl_Position = vec4(position, 0, 1);\n" "}"; @@ -467,99 +391,25 @@ TEST_P(UniformBufferTest, ActiveUniformNumberAndName) " color = vec4(v, 0, 0, 1);\n" "}"; - ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource); + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + ASSERT_NE(0u, program); - // Note that the packed |blockName3| might (or might not) be optimized out. GLint activeUniforms; - glGetProgramiv(program.get(), GL_ACTIVE_UNIFORMS, &activeUniforms); - EXPECT_GE(activeUniforms, 11); + glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniforms); - GLint activeUniformBlocks; - glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks); - EXPECT_GE(activeUniformBlocks, 3); + ASSERT_EQ(1, activeUniforms); GLint maxLength, size; GLenum type; GLsizei length; - glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength); + glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength); std::vector strBuffer(maxLength + 1, 0); + glGetActiveUniform(program, 0, maxLength, &length, &size, &type, &strBuffer[0]); - glGetActiveUniform(program.get(), 0, maxLength, &length, &size, &type, &strBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(1, size); - EXPECT_EQ("s0.a", std::string(&strBuffer[0])); - - glGetActiveUniform(program.get(), 1, maxLength, &length, &size, &type, &strBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(4, size); - EXPECT_EQ("s0.b[0]", std::string(&strBuffer[0])); - - glGetActiveUniform(program.get(), 2, maxLength, &length, &size, &type, &strBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(1, size); - EXPECT_EQ("v0", std::string(&strBuffer[0])); - - glGetActiveUniform(program.get(), 3, maxLength, &length, &size, &type, &strBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(1, size); - EXPECT_EQ("s1[0].a", std::string(&strBuffer[0])); - - glGetActiveUniform(program.get(), 4, maxLength, &length, &size, &type, &strBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(4, size); - EXPECT_EQ("s1[0].b[0]", std::string(&strBuffer[0])); - - glGetActiveUniform(program.get(), 5, maxLength, &length, &size, &type, &strBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(1, size); - EXPECT_EQ("s1[1].a", std::string(&strBuffer[0])); - - glGetActiveUniform(program.get(), 6, maxLength, &length, &size, &type, &strBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(4, size); - EXPECT_EQ("s1[1].b[0]", std::string(&strBuffer[0])); - - glGetActiveUniform(program.get(), 7, maxLength, &length, &size, &type, &strBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(1, size); - EXPECT_EQ("u0", std::string(&strBuffer[0])); - - glGetActiveUniform(program.get(), 8, maxLength, &length, &size, &type, &strBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(1, size); - EXPECT_EQ("blockName1.f1", std::string(&strBuffer[0])); - - glGetActiveUniform(program.get(), 9, maxLength, &length, &size, &type, &strBuffer[0]); - ASSERT_GL_NO_ERROR(); - EXPECT_EQ(1, size); - EXPECT_EQ("blockName1.b1", std::string(&strBuffer[0])); - - glGetActiveUniform(program.get(), 10, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(1, size); - EXPECT_EQ("f2", std::string(&strBuffer[0])); -} - -// Test that using a very large buffer to back a small uniform block works OK. -TEST_P(UniformBufferTest, VeryLarge) -{ - glClear(GL_COLOR_BUFFER_BIT); - float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f}; - - GLsizei bigSize = 4096 * 64; - std::vector zero(bigSize, 0); - - glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); - glBufferData(GL_UNIFORM_BUFFER, bigSize, zero.data(), GL_STATIC_DRAW); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4, floatData); - - glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); - - glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); - drawQuad(mProgram, "position", 0.5f); - - ASSERT_GL_NO_ERROR(); - EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1); + EXPECT_GLENUM_EQ(GL_FLOAT, type); + EXPECT_EQ("blockName.f", std::string(&strBuffer[0])); } // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. -- cgit v1.2.3