Jiawei Shao | 89be29a | 2017-11-06 14:36:45 +0800 | [diff] [blame] | 1 | // |
| 2 | // Copyright 2017 The ANGLE Project Authors. All rights reserved. |
| 3 | // Use of this source code is governed by a BSD-style license that can be |
| 4 | // found in the LICENSE file. |
| 5 | // |
| 6 | |
| 7 | // GeometryShaderTest.cpp : Tests of the implementation of geometry shader |
| 8 | |
| 9 | #include "test_utils/ANGLETest.h" |
| 10 | |
| 11 | using namespace angle; |
| 12 | |
| 13 | namespace |
| 14 | { |
| 15 | |
| 16 | class GeometryShaderTest : public ANGLETest |
| 17 | { |
| 18 | }; |
| 19 | |
| 20 | class GeometryShaderTestES3 : public ANGLETest |
| 21 | { |
| 22 | }; |
| 23 | |
| 24 | // Verify that Geometry Shader cannot be created in an OpenGL ES 3.0 context. |
| 25 | TEST_P(GeometryShaderTestES3, CreateGeometryShaderInES3) |
| 26 | { |
| 27 | EXPECT_TRUE(!extensionEnabled("GL_EXT_geometry_shader")); |
| 28 | GLuint geometryShader = glCreateShader(GL_GEOMETRY_SHADER_EXT); |
| 29 | EXPECT_EQ(0u, geometryShader); |
| 30 | EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| 31 | } |
| 32 | |
| 33 | // Verify that Geometry Shader can be created and attached to a program. |
| 34 | TEST_P(GeometryShaderTest, CreateAndAttachGeometryShader) |
| 35 | { |
| 36 | ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader")); |
| 37 | |
| 38 | const std::string &geometryShaderSource = |
| 39 | R"(#version 310 es |
| 40 | #extension GL_EXT_geometry_shader : require |
| 41 | layout (invocations = 3, triangles) in; |
| 42 | layout (triangle_strip, max_vertices = 3) out; |
| 43 | in vec4 texcoord[]; |
| 44 | out vec4 o_texcoord; |
| 45 | void main() |
| 46 | { |
| 47 | int n; |
| 48 | for (n = 0; n < gl_in.length(); n++) |
| 49 | { |
| 50 | gl_Position = gl_in[n].gl_Position; |
| 51 | gl_Layer = gl_InvocationID; |
| 52 | o_texcoord = texcoord[n]; |
| 53 | EmitVertex(); |
| 54 | } |
| 55 | EndPrimitive(); |
| 56 | })"; |
| 57 | |
| 58 | GLuint geometryShader = CompileShader(GL_GEOMETRY_SHADER_EXT, geometryShaderSource); |
| 59 | |
| 60 | EXPECT_NE(0u, geometryShader); |
| 61 | |
| 62 | GLuint programID = glCreateProgram(); |
| 63 | glAttachShader(programID, geometryShader); |
| 64 | |
| 65 | glDetachShader(programID, geometryShader); |
| 66 | glDeleteShader(geometryShader); |
| 67 | glDeleteProgram(programID); |
| 68 | |
| 69 | EXPECT_GL_NO_ERROR(); |
| 70 | } |
| 71 | |
Jiawei Shao | 361df07 | 2017-11-22 09:33:59 +0800 | [diff] [blame^] | 72 | // Verify that all the implementation dependent geometry shader related resource limits meet the |
| 73 | // requirement of GL_EXT_geometry_shader SPEC. |
| 74 | TEST_P(GeometryShaderTest, GeometryShaderImplementationDependentLimits) |
| 75 | { |
| 76 | ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader")); |
| 77 | |
| 78 | const std::map<GLenum, int> limits = {{GL_MAX_FRAMEBUFFER_LAYERS_EXT, 256}, |
| 79 | {GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, 1024}, |
| 80 | {GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT, 12}, |
| 81 | {GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT, 64}, |
| 82 | {GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT, 64}, |
| 83 | {GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, 256}, |
| 84 | {GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT, 1024}, |
| 85 | {GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT, 16}, |
| 86 | {GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT, 0}, |
| 87 | {GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT, 0}, |
| 88 | {GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT, 0}, |
| 89 | {GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT, 0}, |
| 90 | {GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT, 32}}; |
| 91 | |
| 92 | GLint value; |
| 93 | for (const auto &limit : limits) |
| 94 | { |
| 95 | value = 0; |
| 96 | glGetIntegerv(limit.first, &value); |
| 97 | EXPECT_GL_NO_ERROR(); |
| 98 | EXPECT_GE(value, limit.second); |
| 99 | } |
| 100 | |
| 101 | value = 0; |
| 102 | glGetIntegerv(GL_LAYER_PROVOKING_VERTEX_EXT, &value); |
| 103 | EXPECT_GL_NO_ERROR(); |
| 104 | EXPECT_TRUE(value == GL_FIRST_VERTEX_CONVENTION_EXT || value == GL_LAST_VERTEX_CONVENTION_EXT || |
| 105 | value == GL_UNDEFINED_VERTEX_EXT); |
| 106 | } |
| 107 | |
| 108 | // Verify that all the combined resource limits meet the requirement of GL_EXT_geometry_shader SPEC. |
| 109 | TEST_P(GeometryShaderTest, CombinedResourceLimits) |
| 110 | { |
| 111 | ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader")); |
| 112 | |
| 113 | // See http://anglebug.com/2261. |
| 114 | ANGLE_SKIP_TEST_IF(IsAndroid()); |
| 115 | |
| 116 | const std::map<GLenum, int> limits = {{GL_MAX_UNIFORM_BUFFER_BINDINGS, 48}, |
| 117 | {GL_MAX_COMBINED_UNIFORM_BLOCKS, 36}, |
| 118 | {GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 64}}; |
| 119 | |
| 120 | GLint value; |
| 121 | for (const auto &limit : limits) |
| 122 | { |
| 123 | value = 0; |
| 124 | glGetIntegerv(limit.first, &value); |
| 125 | EXPECT_GL_NO_ERROR(); |
| 126 | EXPECT_GE(value, limit.second); |
| 127 | } |
| 128 | } |
| 129 | |
Jiawei Shao | 89be29a | 2017-11-06 14:36:45 +0800 | [diff] [blame] | 130 | ANGLE_INSTANTIATE_TEST(GeometryShaderTestES3, ES3_OPENGL(), ES3_OPENGLES(), ES3_D3D11()); |
| 131 | ANGLE_INSTANTIATE_TEST(GeometryShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11()); |
| 132 | } |