Move end2end and standalone tests to gl_tests and egl_tests
Also introduce a test_utils directory that contains helpers used for all
types of tests.
BUG=angleproject:892
Change-Id: I9e1bff895020ffd3a109162283971a290a1098bd
Reviewed-on: https://chromium-review.googlesource.com/270198
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/tests/gl_tests/ProgramBinaryTest.cpp b/src/tests/gl_tests/ProgramBinaryTest.cpp
new file mode 100644
index 0000000..9bcde2f
--- /dev/null
+++ b/src/tests/gl_tests/ProgramBinaryTest.cpp
@@ -0,0 +1,162 @@
+//
+// 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"
+
+#include <memory>
+#include <stdint.h>
+
+using namespace angle;
+
+class ProgramBinaryTest : public ANGLETest
+{
+ protected:
+ ProgramBinaryTest()
+ {
+ setWindowWidth(128);
+ setWindowHeight(128);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ }
+
+ virtual void SetUp()
+ {
+ ANGLETest::SetUp();
+
+ const std::string vertexShaderSource = SHADER_SOURCE
+ (
+ attribute vec4 inputAttribute;
+ void main()
+ {
+ gl_Position = inputAttribute;
+ }
+ );
+
+ const std::string fragmentShaderSource = SHADER_SOURCE
+ (
+ void main()
+ {
+ gl_FragColor = vec4(1,0,0,1);
+ }
+ );
+
+ mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ if (mProgram == 0)
+ {
+ FAIL() << "shader compilation failed.";
+ }
+
+ glGenBuffers(1, &mBuffer);
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+ glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ ASSERT_GL_NO_ERROR();
+ }
+
+ virtual void TearDown()
+ {
+ glDeleteProgram(mProgram);
+ glDeleteBuffers(1, &mBuffer);
+
+ ANGLETest::TearDown();
+ }
+
+ GLuint mProgram;
+ GLuint mBuffer;
+};
+
+// This tests the assumption that float attribs of different size
+// should not internally cause a vertex shader recompile (for conversion).
+TEST_P(ProgramBinaryTest, FloatDynamicShaderSize)
+{
+ glUseProgram(mProgram);
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+
+ glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
+ glEnableVertexAttribArray(0);
+ glDrawArrays(GL_POINTS, 0, 1);
+
+ GLint programLength;
+ glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
+
+ EXPECT_GL_NO_ERROR();
+
+ for (GLsizei size = 1; size <= 3; size++)
+ {
+ glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, NULL);
+ glEnableVertexAttribArray(0);
+ glDrawArrays(GL_POINTS, 0, 1);
+
+ GLint newProgramLength;
+ glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
+ EXPECT_GL_NO_ERROR();
+ EXPECT_EQ(programLength, newProgramLength);
+ }
+}
+
+// This tests the ability to successfully save and load a program binary.
+TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
+{
+ GLint programLength = 0;
+ GLint writtenLength = 0;
+ GLenum binaryFormat = 0;
+
+ glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
+ EXPECT_GL_NO_ERROR();
+
+ std::vector<uint8_t> binary(programLength);
+ glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
+ EXPECT_GL_NO_ERROR();
+
+ // The lengths reported by glGetProgramiv and glGetProgramBinaryOES should match
+ EXPECT_EQ(programLength, writtenLength);
+
+ if (writtenLength)
+ {
+ GLuint program2 = glCreateProgram();
+ glProgramBinaryOES(program2, binaryFormat, binary.data(), writtenLength);
+
+ EXPECT_GL_NO_ERROR();
+
+ GLint linkStatus;
+ glGetProgramiv(program2, GL_LINK_STATUS, &linkStatus);
+ if (linkStatus == 0)
+ {
+ GLint infoLogLength;
+ glGetProgramiv(program2, GL_INFO_LOG_LENGTH, &infoLogLength);
+
+ if (infoLogLength > 0)
+ {
+ std::vector<GLchar> infoLog(infoLogLength);
+ glGetProgramInfoLog(program2, infoLog.size(), NULL, &infoLog[0]);
+ FAIL() << "program link failed: " << &infoLog[0];
+ }
+ else
+ {
+ FAIL() << "program link failed.";
+ }
+ }
+ else
+ {
+ glUseProgram(program2);
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+
+ glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
+ glEnableVertexAttribArray(0);
+ glDrawArrays(GL_POINTS, 0, 1);
+
+ EXPECT_GL_NO_ERROR();
+ }
+
+ glDeleteProgram(program2);
+ }
+}
+
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+ANGLE_INSTANTIATE_TEST(ProgramBinaryTest, ES2_D3D9(), ES2_D3D11());