// Copyright 2014 The Chromium 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 #include #include "gpu/command_buffer/tests/gl_manager.h" #include "gpu/command_buffer/tests/gl_test_utils.h" #include "testing/gmock/include/gmock/gmock.h" #include "testing/gtest/include/gtest/gtest.h" #define SHADER(Src) #Src namespace gpu { class GLProgramTest : public testing::Test { protected: virtual void SetUp() { gl_.Initialize(GLManager::Options()); } virtual void TearDown() { gl_.Destroy(); } GLManager gl_; }; TEST_F(GLProgramTest, GetSetUniform) { static const char* v_shader_str = SHADER( attribute vec4 a_vertex; attribute vec3 a_normal; uniform mat4 u_modelViewProjMatrix; struct MyStruct { int x; int y; }; uniform MyStruct u_struct; uniform float u_array[4]; varying vec3 v_normal; void main() { v_normal = a_normal; gl_Position = u_modelViewProjMatrix * a_vertex + vec4(u_struct.x, u_struct.y, 0, 1) + vec4(u_array[0], u_array[1], u_array[2], u_array[3]); } ); static const char* f_shader_str = SHADER( varying mediump vec3 v_normal; void main() { gl_FragColor = vec4(v_normal/2.0+vec3(0.5), 1); } ); // Load the program. GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str); glUseProgram(program); // Relink program. glLinkProgram(program); // These tests will fail on NVidia if not worked around by // command buffer. GLint location_sx = glGetUniformLocation(program, "u_struct.x"); GLint location_array_0 = glGetUniformLocation(program, "u_array[0]"); glUniform1i(location_sx, 3); glUniform1f(location_array_0, 123); GLint int_value = 0; GLfloat float_value = 0; glGetUniformiv(program, location_sx, &int_value); EXPECT_EQ(3, int_value); glGetUniformfv(program, location_array_0, &float_value); EXPECT_EQ(123.0f, float_value); GLTestHelper::CheckGLError("no errors", __LINE__); } TEST_F(GLProgramTest, NewShaderInCurrentProgram) { static const char* v_shader_str = SHADER( attribute vec4 a_position; void main() { gl_Position = a_position; } ); static const char* f_red_shader_str = SHADER( void main() { gl_FragColor = vec4(1, 0, 0, 1); } ); static const char* f_blue_shader_str = SHADER( void main() { gl_FragColor = vec4(0, 0, 1, 1); } ); // Load the program. GLuint vs = GLTestHelper::LoadShader(GL_VERTEX_SHADER, v_shader_str); GLuint fs = GLTestHelper::LoadShader(GL_FRAGMENT_SHADER, f_red_shader_str); GLuint program = GLTestHelper::SetupProgram(vs, fs); glUseProgram(program); glShaderSource(fs, 1, &f_blue_shader_str, NULL); glCompileShader(fs); glLinkProgram(program); // We specifically don't call UseProgram again. GLuint position_loc = glGetAttribLocation(program, "a_position"); GLTestHelper::SetupUnitQuad(position_loc); glDrawArrays(GL_TRIANGLES, 0, 6); uint8 expected_color[] = { 0, 0, 255, 255, }; EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, 1, 1, 0, expected_color)); GLTestHelper::CheckGLError("no errors", __LINE__); } TEST_F(GLProgramTest, UniformsInCurrentProgram) { static const char* v_shader_str = SHADER( attribute vec4 a_position; void main() { gl_Position = a_position; } ); static const char* f_shader_str = SHADER( precision mediump float; uniform vec4 u_color; void main() { gl_FragColor = u_color;; } ); // Load the program. GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str); glUseProgram(program); // Relink. glLinkProgram(program); // This test will fail on NVidia Linux if not worked around. GLint color_location = glGetUniformLocation(program, "u_color"); glUniform4f(color_location, 0.0f, 0.0f, 1.0f, 1.0f); // We specifically don't call UseProgram again. GLuint position_loc = glGetAttribLocation(program, "a_position"); GLTestHelper::SetupUnitQuad(position_loc); glDrawArrays(GL_TRIANGLES, 0, 6); uint8 expected_color[] = { 0, 0, 255, 255, }; EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, 1, 1, 0, expected_color)); GLTestHelper::CheckGLError("no errors", __LINE__); } } // namespace gpu