1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417
|
// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES2/gl2extchromium.h>
#include <stdint.h>
#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 BindUniformLocationTest : public testing::TestWithParam<bool> {
protected:
static const GLsizei kResolution = 4;
void SetUp() override {
GLManager::Options options;
options.size = gfx::Size(kResolution, kResolution);
options.force_shader_name_hashing = GetParam();
gl_.Initialize(options);
}
void TearDown() override { gl_.Destroy(); }
GLManager gl_;
};
TEST_P(BindUniformLocationTest, Basic) {
ASSERT_TRUE(
GLTestHelper::HasExtension("GL_CHROMIUM_bind_uniform_location"));
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_colorC;
uniform vec4 u_colorB[2];
uniform vec4 u_colorA;
void main()
{
gl_FragColor = u_colorA + u_colorB[0] + u_colorB[1] + u_colorC;
}
);
GLint color_a_location = 3;
GLint color_b_location = 10;
GLint color_c_location = 5;
GLuint vertex_shader = GLTestHelper::LoadShader(
GL_VERTEX_SHADER, v_shader_str);
GLuint fragment_shader = GLTestHelper::LoadShader(
GL_FRAGMENT_SHADER, f_shader_str);
GLuint program = glCreateProgram();
glBindUniformLocationCHROMIUM(program, color_a_location, "u_colorA");
glBindUniformLocationCHROMIUM(program, color_b_location, "u_colorB[0]");
glBindUniformLocationCHROMIUM(program, color_c_location, "u_colorC");
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
// Link the program
glLinkProgram(program);
// Check the link status
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
EXPECT_EQ(1, linked);
GLint position_loc = glGetAttribLocation(program, "a_position");
GLTestHelper::SetupUnitQuad(position_loc);
glUseProgram(program);
static const float color_b[] = {
0.0f, 0.50f, 0.0f, 0.0f,
0.0f, 0.0f, 0.75f, 0.0f,
};
glUniform4f(color_a_location, 0.25f, 0.0f, 0.0f, 0.0f);
glUniform4fv(color_b_location, 2, color_b);
glUniform4f(color_c_location, 0.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);
static const uint8_t expected[] = {64, 128, 192, 255};
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, kResolution, kResolution, 1,
expected, nullptr));
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_P(BindUniformLocationTest, ConflictsDetection) {
ASSERT_TRUE(
GLTestHelper::HasExtension("GL_CHROMIUM_bind_uniform_location"));
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_colorA;
uniform vec4 u_colorB;
void main()
{
gl_FragColor = u_colorA + u_colorB;
}
);
GLint color_a_location = 3;
GLint color_b_location = 4;
GLuint vertex_shader = GLTestHelper::LoadShader(
GL_VERTEX_SHADER, v_shader_str);
GLuint fragment_shader = GLTestHelper::LoadShader(
GL_FRAGMENT_SHADER, f_shader_str);
GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glBindUniformLocationCHROMIUM(program, color_a_location, "u_colorA");
// Bind u_colorB to location a, causing conflicts, link should fail.
glBindUniformLocationCHROMIUM(program, color_a_location, "u_colorB");
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
EXPECT_EQ(0, linked);
// Bind u_colorB to location b, no conflicts, link should succeed.
glBindUniformLocationCHROMIUM(program, color_b_location, "u_colorB");
glLinkProgram(program);
linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
EXPECT_EQ(1, linked);
GLTestHelper::CheckGLError("no errors", __LINE__);
}
// TODO(crbug.com/40246425): Flaky on Asan/Lsan builds.
#if defined(ADDRESS_SANITIZER) && defined(LEAK_SANITIZER)
#define MAYBE_Compositor DISABLED_Compositor
#else
#define MAYBE_Compositor Compositor
#endif
TEST_P(BindUniformLocationTest, MAYBE_Compositor) {
ASSERT_TRUE(
GLTestHelper::HasExtension("GL_CHROMIUM_bind_uniform_location"));
static const char* v_shader_str = SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
uniform vec2 color_a[4];
uniform vec4 color_b;
varying vec4 v_color;
void main()
{
v_color.xy = color_a[0] + color_a[1];
v_color.zw = color_a[2] + color_a[3];
v_color += color_b;
gl_Position = matrix * a_position;
}
);
static const char* f_shader_str = SHADER(
precision mediump float;
varying vec4 v_color;
uniform float alpha;
uniform vec4 multiplier;
uniform vec3 color_c[8];
void main()
{
vec4 color_c_sum = vec4(0.0);
color_c_sum.xyz += color_c[0];
color_c_sum.xyz += color_c[1];
color_c_sum.xyz += color_c[2];
color_c_sum.xyz += color_c[3];
color_c_sum.xyz += color_c[4];
color_c_sum.xyz += color_c[5];
color_c_sum.xyz += color_c[6];
color_c_sum.xyz += color_c[7];
color_c_sum.w = alpha;
color_c_sum *= multiplier;
gl_FragColor = v_color + color_c_sum;
}
);
int counter = 6;
int matrix_location = counter++;
int color_a_location = counter++;
int color_b_location = counter++;
int alpha_location = counter++;
int multiplier_location = counter++;
int color_c_location = counter++;
GLuint vertex_shader = GLTestHelper::LoadShader(
GL_VERTEX_SHADER, v_shader_str);
GLuint fragment_shader = GLTestHelper::LoadShader(
GL_FRAGMENT_SHADER, f_shader_str);
GLuint program = glCreateProgram();
glBindUniformLocationCHROMIUM(program, matrix_location, "matrix");
glBindUniformLocationCHROMIUM(program, color_a_location, "color_a");
glBindUniformLocationCHROMIUM(program, color_b_location, "color_b");
glBindUniformLocationCHROMIUM(program, alpha_location, "alpha");
glBindUniformLocationCHROMIUM(program, multiplier_location, "multiplier");
glBindUniformLocationCHROMIUM(program, color_c_location, "color_c");
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
// Link the program
glLinkProgram(program);
// Check the link status
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
EXPECT_EQ(1, linked);
GLint position_loc = glGetAttribLocation(program, "a_position");
GLTestHelper::SetupUnitQuad(position_loc);
glUseProgram(program);
static const float color_a[] = {
0.1f, 0.1f, 0.1f, 0.1f,
0.1f, 0.1f, 0.1f, 0.1f,
};
static const float color_c[] = {
0.1f, 0.1f, 0.1f,
0.1f, 0.1f, 0.1f,
0.1f, 0.1f, 0.1f,
0.1f, 0.1f, 0.1f,
0.1f, 0.1f, 0.1f,
0.1f, 0.1f, 0.1f,
0.1f, 0.1f, 0.1f,
0.1f, 0.1f, 0.1f,
};
static const float identity[] = {
1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1,
};
glUniformMatrix4fv(matrix_location, 1, false, identity);
glUniform2fv(color_a_location, 4, color_a);
glUniform4f(color_b_location, 0.2f, 0.2f, 0.2f, 0.2f);
glUniform1f(alpha_location, 0.8f);
glUniform4f(multiplier_location, 0.5f, 0.5f, 0.5f, 0.5f);
glUniform3fv(color_c_location, 8, color_c);
glDrawArrays(GL_TRIANGLES, 0, 6);
static const uint8_t expected[] = {204, 204, 204, 204};
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, kResolution, kResolution, 1,
expected, nullptr));
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_P(BindUniformLocationTest, UnusedUniformUpdate) {
ASSERT_TRUE(GLTestHelper::HasExtension("GL_CHROMIUM_bind_uniform_location"));
// clang-format off
static const char* kVertexShaderString = SHADER(
attribute vec4 a_position;
void main() {
gl_Position = a_position;
}
);
static const char* kFragmentShaderString = SHADER(
precision mediump float;
uniform vec4 u_colorA;
uniform float u_colorU;
uniform vec4 u_colorC;
void main() {
gl_FragColor = u_colorA + u_colorC;
}
);
// clang-format on
const GLint kColorULocation = 1;
const GLint kNonexistingLocation = 5;
const GLint kUnboundLocation = 6;
GLuint vertex_shader =
GLTestHelper::LoadShader(GL_VERTEX_SHADER, kVertexShaderString);
GLuint fragment_shader =
GLTestHelper::LoadShader(GL_FRAGMENT_SHADER, kFragmentShaderString);
GLuint program = glCreateProgram();
glBindUniformLocationCHROMIUM(program, kColorULocation, "u_colorU");
// The non-existing uniform should behave like existing, but optimized away
// uniform.
glBindUniformLocationCHROMIUM(program, kNonexistingLocation, "nonexisting");
// Let A and C be assigned automatic locations.
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
EXPECT_EQ(1, linked);
glUseProgram(program);
// No errors on bound locations, since caller does not know
// if the driver optimizes them away or not.
glUniform1f(kColorULocation, 0.25f);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
// No errors on bound locations of names that do not exist
// in the shader. Otherwise it would be inconsistent wrt the
// optimization case.
glUniform1f(kNonexistingLocation, 0.25f);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
// The above are equal to updating -1.
glUniform1f(-1, 0.25f);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
// No errors when updating with other type either.
// The type can not be known with the non-existing case.
glUniform2f(kColorULocation, 0.25f, 0.25f);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
glUniform2f(kNonexistingLocation, 0.25f, 0.25f);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
glUniform2f(-1, 0.25f, 0.25f);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
// Ensure that driver or ANGLE has optimized the variable
// away and the test tests what it is supposed to.
EXPECT_EQ(-1, glGetUniformLocation(program, "u_colorU"));
// The bound location gets marked as used and the driver
// does not allocate other variables to that location.
EXPECT_NE(kColorULocation, glGetUniformLocation(program, "u_colorA"));
EXPECT_NE(kColorULocation, glGetUniformLocation(program, "u_colorC"));
EXPECT_NE(kNonexistingLocation, glGetUniformLocation(program, "u_colorA"));
EXPECT_NE(kNonexistingLocation, glGetUniformLocation(program, "u_colorC"));
// Unintuitive: while specifying value works, getting the value does not.
GLfloat get_result = 0.0f;
glGetUniformfv(program, kColorULocation, &get_result);
EXPECT_EQ(static_cast<GLenum>(GL_INVALID_OPERATION), glGetError());
glGetUniformfv(program, kNonexistingLocation, &get_result);
EXPECT_EQ(static_cast<GLenum>(GL_INVALID_OPERATION), glGetError());
glGetUniformfv(program, -1, &get_result);
EXPECT_EQ(static_cast<GLenum>(GL_INVALID_OPERATION), glGetError());
// Updating an unbound, non-existing location still causes
// an error.
glUniform1f(kUnboundLocation, 0.25f);
EXPECT_EQ(static_cast<GLenum>(GL_INVALID_OPERATION), glGetError());
}
// Test for a bug where using a sampler caused GL error if the program had
// uniforms that were optimized away by the driver. This was only a problem with
// glBindUniformLocationCHROMIUM implementation. This could be reproed by
// binding the sampler to a location higher than the amount of active uniforms.
TEST_P(BindUniformLocationTest, UseSamplerWhenUnusedUniforms) {
enum {
kTexLocation = 54
};
// clang-format off
static const char* vertexShaderString = SHADER(
void main() {
gl_Position = vec4(0);
}
);
static const char* fragmentShaderString = SHADER(
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, vec2(1));
}
);
// clang-format on
GLuint vs = GLTestHelper::CompileShader(GL_VERTEX_SHADER, vertexShaderString);
GLuint fs = GLTestHelper::CompileShader(GL_FRAGMENT_SHADER,
fragmentShaderString);
GLuint program = glCreateProgram();
glBindUniformLocationCHROMIUM(program, kTexLocation, "tex");
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
EXPECT_NE(0, linked);
glUseProgram(program);
glUniform1i(kTexLocation, 0);
EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
}
INSTANTIATE_TEST_SUITE_P(WithAndWithoutShaderNameMapping,
BindUniformLocationTest,
::testing::Bool());
} // namespace gpu
|