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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.
//
// ProgramInterfaceTest: Tests of program interfaces.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class ProgramInterfaceTestES31 : public ANGLETest
{
protected:
ProgramInterfaceTestES31()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
};
// Tests glGetProgramResourceIndex.
TEST_P(ProgramInterfaceTestES31, GetResourceIndex)
{
const std::string &vertexShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"in highp vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}";
const std::string &fragmentShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"uniform vec4 color;\n"
"out vec4 oColor;\n"
"void main()\n"
"{\n"
" oColor = color;\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
GLuint index = glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, "position");
EXPECT_GL_NO_ERROR();
EXPECT_NE(GL_INVALID_INDEX, index);
index = glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, "missing");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_INVALID_INDEX, index);
index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "oColor");
EXPECT_GL_NO_ERROR();
EXPECT_NE(GL_INVALID_INDEX, index);
index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "missing");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_INVALID_INDEX, index);
index = glGetProgramResourceIndex(program, GL_ATOMIC_COUNTER_BUFFER, "missing");
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Tests glGetProgramResourceName.
TEST_P(ProgramInterfaceTestES31, GetResourceName)
{
const std::string &vertexShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"in highp vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}";
const std::string &fragmentShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"uniform vec4 color;\n"
"out vec4 oColor[4];\n"
"void main()\n"
"{\n"
" oColor[0] = color;\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
GLuint index = glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, "position");
EXPECT_GL_NO_ERROR();
EXPECT_NE(GL_INVALID_INDEX, index);
GLchar name[64];
GLsizei length;
glGetProgramResourceName(program, GL_PROGRAM_INPUT, index, sizeof(name), &length, name);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(8, length);
EXPECT_EQ("position", std::string(name));
glGetProgramResourceName(program, GL_PROGRAM_INPUT, index, 4, &length, name);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(3, length);
EXPECT_EQ("pos", std::string(name));
glGetProgramResourceName(program, GL_PROGRAM_INPUT, index, -1, &length, name);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glGetProgramResourceName(program, GL_PROGRAM_INPUT, GL_INVALID_INDEX, sizeof(name), &length,
name);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "oColor");
EXPECT_GL_NO_ERROR();
EXPECT_NE(GL_INVALID_INDEX, index);
glGetProgramResourceName(program, GL_PROGRAM_OUTPUT, index, sizeof(name), &length, name);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(9, length);
EXPECT_EQ("oColor[0]", std::string(name));
glGetProgramResourceName(program, GL_PROGRAM_OUTPUT, index, 8, &length, name);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(7, length);
EXPECT_EQ("oColor[", std::string(name));
}
// Tests glGetProgramResourceLocation.
TEST_P(ProgramInterfaceTestES31, GetResourceLocation)
{
const std::string &vertexShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"layout(location = 3) in highp vec4 position;\n"
"in highp vec4 noLocationSpecified;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}";
const std::string &fragmentShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"uniform vec4 color;\n"
"layout(location = 2) out vec4 oColor[4];\n"
"void main()\n"
"{\n"
" oColor[0] = color;\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
std::array<GLenum, 5> invalidInterfaces = {{GL_UNIFORM_BLOCK, GL_TRANSFORM_FEEDBACK_VARYING,
GL_BUFFER_VARIABLE, GL_SHADER_STORAGE_BLOCK,
GL_ATOMIC_COUNTER_BUFFER}};
GLint location;
for (auto &invalidInterface : invalidInterfaces)
{
location = glGetProgramResourceLocation(program, invalidInterface, "any");
EXPECT_GL_ERROR(GL_INVALID_ENUM);
EXPECT_EQ(-1, location);
}
location = glGetProgramResourceLocation(program, GL_PROGRAM_INPUT, "position");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(3, location);
location = glGetProgramResourceLocation(program, GL_PROGRAM_INPUT, "noLocationSpecified");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(-1, location);
location = glGetProgramResourceLocation(program, GL_PROGRAM_INPUT, "missing");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(-1, location);
location = glGetProgramResourceLocation(program, GL_PROGRAM_OUTPUT, "oColor");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(2, location);
location = glGetProgramResourceLocation(program, GL_PROGRAM_OUTPUT, "oColor[0]");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(2, location);
location = glGetProgramResourceLocation(program, GL_PROGRAM_OUTPUT, "oColor[3]");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(5, location);
}
// Tests glGetProgramResource.
TEST_P(ProgramInterfaceTestES31, GetResource)
{
const std::string &vertexShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"layout(location = 3) in highp vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}";
const std::string &fragmentShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"uniform vec4 color;\n"
"layout(location = 2) out vec4 oColor[4];\n"
"void main()\n"
"{\n"
" oColor[0] = color;\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
GLuint index = glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, "position");
EXPECT_GL_NO_ERROR();
EXPECT_NE(GL_INVALID_INDEX, index);
constexpr int kPropCount = 7;
std::array<GLint, kPropCount> params;
GLsizei length;
std::array<GLenum, kPropCount> props = {
{GL_TYPE, GL_ARRAY_SIZE, GL_LOCATION, GL_NAME_LENGTH, GL_REFERENCED_BY_VERTEX_SHADER,
GL_REFERENCED_BY_FRAGMENT_SHADER, GL_REFERENCED_BY_COMPUTE_SHADER}};
glGetProgramResourceiv(program, GL_PROGRAM_INPUT, index, kPropCount, props.data(), kPropCount,
&length, params.data());
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kPropCount, length);
EXPECT_EQ(GL_FLOAT_VEC4, params[0]);
EXPECT_EQ(1, params[1]);
EXPECT_EQ(3, params[2]);
EXPECT_EQ(9, params[3]);
EXPECT_EQ(1, params[4]);
EXPECT_EQ(0, params[5]);
EXPECT_EQ(0, params[6]);
index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "oColor[0]");
EXPECT_GL_NO_ERROR();
EXPECT_NE(index, GL_INVALID_INDEX);
glGetProgramResourceiv(program, GL_PROGRAM_OUTPUT, index, kPropCount, props.data(),
kPropCount - 1, &length, params.data());
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kPropCount - 1, length);
EXPECT_EQ(GL_FLOAT_VEC4, params[0]);
EXPECT_EQ(4, params[1]);
EXPECT_EQ(2, params[2]);
EXPECT_EQ(10, params[3]);
EXPECT_EQ(0, params[4]);
EXPECT_EQ(1, params[5]);
GLenum invalidOutputProp = GL_OFFSET;
glGetProgramResourceiv(program, GL_PROGRAM_OUTPUT, index, 1, &invalidOutputProp, 1, &length,
params.data());
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Tests glGetProgramInterfaceiv.
TEST_P(ProgramInterfaceTestES31, GetProgramInterface)
{
const std::string &vertexShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"in highp vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}";
const std::string &fragmentShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"uniform vec4 color;\n"
"out vec4 oColor;\n"
"uniform ub {\n"
" vec4 mem0;\n"
" vec4 mem1;\n"
"} instance;\n"
"void main()\n"
"{\n"
" oColor = color;\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
GLint num;
glGetProgramInterfaceiv(program, GL_PROGRAM_INPUT, GL_ACTIVE_RESOURCES, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(1, num);
glGetProgramInterfaceiv(program, GL_PROGRAM_INPUT, GL_MAX_NAME_LENGTH, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(9, num);
glGetProgramInterfaceiv(program, GL_PROGRAM_INPUT, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetProgramInterfaceiv(program, GL_PROGRAM_OUTPUT, GL_ACTIVE_RESOURCES, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(1, num);
glGetProgramInterfaceiv(program, GL_PROGRAM_OUTPUT, GL_MAX_NAME_LENGTH, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(7, num);
glGetProgramInterfaceiv(program, GL_PROGRAM_OUTPUT, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetProgramInterfaceiv(program, GL_UNIFORM_BLOCK, GL_ACTIVE_RESOURCES, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(1, num);
glGetProgramInterfaceiv(program, GL_UNIFORM_BLOCK, GL_MAX_NAME_LENGTH, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(3, num);
glGetProgramInterfaceiv(program, GL_UNIFORM_BLOCK, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(2, num); // mem0, mem1
glGetProgramInterfaceiv(program, GL_UNIFORM, GL_ACTIVE_RESOURCES, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(3, num);
glGetProgramInterfaceiv(program, GL_UNIFORM, GL_MAX_NAME_LENGTH, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(8, num); // "ub.mem0"
glGetProgramInterfaceiv(program, GL_UNIFORM, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
ANGLE_INSTANTIATE_TEST(ProgramInterfaceTestES31, ES31_OPENGL(), ES31_D3D11(), ES31_OPENGLES());
} // anonymous namespace