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//
// Copyright 2017 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.
//
// GeometryShaderTest.cpp : Tests of the implementation of geometry shader
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class GeometryShaderTest : public ANGLETest
{
};
class GeometryShaderTestES3 : public ANGLETest
{
};
// Verify that Geometry Shader cannot be created in an OpenGL ES 3.0 context.
TEST_P(GeometryShaderTestES3, CreateGeometryShaderInES3)
{
EXPECT_TRUE(!extensionEnabled("GL_EXT_geometry_shader"));
GLuint geometryShader = glCreateShader(GL_GEOMETRY_SHADER_EXT);
EXPECT_EQ(0u, geometryShader);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Verify that Geometry Shader can be created and attached to a program.
TEST_P(GeometryShaderTest, CreateAndAttachGeometryShader)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
const std::string &geometryShaderSource =
R"(#version 310 es
#extension GL_EXT_geometry_shader : require
layout (invocations = 3, triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in vec4 texcoord[];
out vec4 o_texcoord;
void main()
{
int n;
for (n = 0; n < gl_in.length(); n++)
{
gl_Position = gl_in[n].gl_Position;
gl_Layer = gl_InvocationID;
o_texcoord = texcoord[n];
EmitVertex();
}
EndPrimitive();
})";
GLuint geometryShader = CompileShader(GL_GEOMETRY_SHADER_EXT, geometryShaderSource);
EXPECT_NE(0u, geometryShader);
GLuint programID = glCreateProgram();
glAttachShader(programID, geometryShader);
glDetachShader(programID, geometryShader);
glDeleteShader(geometryShader);
glDeleteProgram(programID);
EXPECT_GL_NO_ERROR();
}
// Verify that all the implementation dependent geometry shader related resource limits meet the
// requirement of GL_EXT_geometry_shader SPEC.
TEST_P(GeometryShaderTest, GeometryShaderImplementationDependentLimits)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
const std::map<GLenum, int> limits = {{GL_MAX_FRAMEBUFFER_LAYERS_EXT, 256},
{GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, 1024},
{GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT, 12},
{GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT, 64},
{GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT, 64},
{GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, 256},
{GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT, 1024},
{GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT, 16},
{GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT, 0},
{GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT, 0},
{GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT, 0},
{GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT, 0},
{GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT, 32}};
GLint value;
for (const auto &limit : limits)
{
value = 0;
glGetIntegerv(limit.first, &value);
EXPECT_GL_NO_ERROR();
EXPECT_GE(value, limit.second);
}
value = 0;
glGetIntegerv(GL_LAYER_PROVOKING_VERTEX_EXT, &value);
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(value == GL_FIRST_VERTEX_CONVENTION_EXT || value == GL_LAST_VERTEX_CONVENTION_EXT ||
value == GL_UNDEFINED_VERTEX_EXT);
}
// Verify that all the combined resource limits meet the requirement of GL_EXT_geometry_shader SPEC.
TEST_P(GeometryShaderTest, CombinedResourceLimits)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
// See http://anglebug.com/2261.
ANGLE_SKIP_TEST_IF(IsAndroid());
const std::map<GLenum, int> limits = {{GL_MAX_UNIFORM_BUFFER_BINDINGS, 48},
{GL_MAX_COMBINED_UNIFORM_BLOCKS, 36},
{GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 64}};
GLint value;
for (const auto &limit : limits)
{
value = 0;
glGetIntegerv(limit.first, &value);
EXPECT_GL_NO_ERROR();
EXPECT_GE(value, limit.second);
}
}
ANGLE_INSTANTIATE_TEST(GeometryShaderTestES3, ES3_OPENGL(), ES3_OPENGLES(), ES3_D3D11());
ANGLE_INSTANTIATE_TEST(GeometryShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11());
}