blob: b22f8d124c1fd302ae407abbb9372afc6691c4ca [file] [log] [blame]
//
// 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 <stdint.h>
#include <memory>
#include "common/string_utils.h"
#include "test_utils/angle_test_configs.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include "util/OSWindow.h"
using namespace angle;
class ProgramBinaryTest : public ANGLETest<>
{
protected:
ProgramBinaryTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
// Test flakiness was noticed when reusing displays.
forceNewDisplay();
}
void testSetUp() override
{
mProgram = CompileProgram(essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mBuffer);
}
GLint getAvailableProgramBinaryFormatCount() const
{
GLint formatCount;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
return formatCount;
}
bool supported() const
{
if (!IsGLExtensionEnabled("GL_OES_get_program_binary"))
{
std::cout << "Test skipped because GL_OES_get_program_binary is not available."
<< std::endl;
return false;
}
if (getAvailableProgramBinaryFormatCount() == 0)
{
std::cout << "Test skipped because no program binary formats are available."
<< std::endl;
return false;
}
return true;
}
void saveAndLoadProgram(GLuint programToSave, GLuint loadedProgram)
{
GLint programLength = 0;
GLint writtenLength = 0;
GLenum binaryFormat = 0;
glGetProgramiv(programToSave, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
EXPECT_GL_NO_ERROR();
std::vector<uint8_t> binary(programLength);
glGetProgramBinaryOES(programToSave, programLength, &writtenLength, &binaryFormat,
binary.data());
EXPECT_GL_NO_ERROR();
// The lengths reported by glGetProgramiv and glGetProgramBinaryOES should match
EXPECT_EQ(programLength, writtenLength);
if (writtenLength)
{
glProgramBinaryOES(loadedProgram, binaryFormat, binary.data(), writtenLength);
EXPECT_GL_NO_ERROR();
GLint linkStatus;
glGetProgramiv(loadedProgram, GL_LINK_STATUS, &linkStatus);
if (linkStatus == 0)
{
GLint infoLogLength;
glGetProgramiv(loadedProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 0)
{
std::vector<GLchar> infoLog(infoLogLength);
glGetProgramInfoLog(loadedProgram, static_cast<GLsizei>(infoLog.size()),
nullptr, &infoLog[0]);
FAIL() << "program link failed: " << &infoLog[0];
}
else
{
FAIL() << "program link failed.";
}
}
else
{
glUseProgram(loadedProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
glEnableVertexAttribArray(0);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
}
}
}
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)
{
if (!supported())
{
return;
}
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
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, nullptr);
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);
}
}
// Tests that switching between signed and unsigned un-normalized data doesn't trigger a bug
// in the D3D11 back-end.
TEST_P(ProgramBinaryTest, DynamicShadersSignatureBug)
{
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
GLint attribLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, attribLocation);
glEnableVertexAttribArray(attribLocation);
glVertexAttribPointer(attribLocation, 2, GL_BYTE, GL_FALSE, 0, nullptr);
glDrawArrays(GL_POINTS, 0, 1);
glVertexAttribPointer(attribLocation, 2, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
glDrawArrays(GL_POINTS, 0, 1);
}
// This tests the ability to successfully save and load a program binary.
TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
{
if (!supported())
{
return;
}
GLuint programToLoad = glCreateProgram();
saveAndLoadProgram(mProgram, programToLoad);
glDeleteProgram(programToLoad);
EXPECT_GL_NO_ERROR();
}
// This tests the ability to successfully save and load a program binary and then
// save and load from the same program that was loaded.
TEST_P(ProgramBinaryTest, SaveAndLoadBinaryTwice)
{
if (!supported())
{
return;
}
GLuint programToLoad = glCreateProgram();
GLuint programToLoad2 = glCreateProgram();
saveAndLoadProgram(mProgram, programToLoad);
saveAndLoadProgram(programToLoad, programToLoad2);
glDeleteProgram(programToLoad);
glDeleteProgram(programToLoad2);
EXPECT_GL_NO_ERROR();
}
// Ensures that we init the compiler before calling ProgramBinary.
TEST_P(ProgramBinaryTest, CallProgramBinaryBeforeLink)
{
if (!supported())
{
return;
}
// Initialize a simple program.
glUseProgram(mProgram);
GLsizei length = 0;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &length);
ASSERT_GL_NO_ERROR();
ASSERT_GT(length, 0);
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binaryBlob(length);
glGetProgramBinaryOES(mProgram, length, &readLength, &binaryFormat, binaryBlob.data());
ASSERT_GL_NO_ERROR();
// Shutdown and restart GL entirely.
recreateTestFixture();
ANGLE_GL_BINARY_OES_PROGRAM(binaryProgram, binaryBlob, binaryFormat);
ASSERT_GL_NO_ERROR();
drawQuad(binaryProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
}
// Test that unlinked programs have a binary size of 0
TEST_P(ProgramBinaryTest, ZeroSizedUnlinkedBinary)
{
ANGLE_SKIP_TEST_IF(!supported());
ANGLE_GL_EMPTY_PROGRAM(program);
GLsizei length = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &length);
ASSERT_EQ(0, length);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3_AND(
ProgramBinaryTest,
ES3_VULKAN().disable(Feature::EnablePipelineCacheDataCompression));
class ProgramBinaryES3Test : public ProgramBinaryTest
{
protected:
ProgramBinaryES3Test()
{
// Test flakiness was noticed when reusing displays.
forceNewDisplay();
}
void testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst);
};
class ProgramBinaryES31Test : public ANGLETest<>
{
protected:
ProgramBinaryES31Test()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
// Test flakiness was noticed when reusing displays.
forceNewDisplay();
}
GLint getAvailableProgramBinaryFormatCount() const
{
GLint formatCount;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
return formatCount;
}
};
void ProgramBinaryES3Test::testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
constexpr char kVS[] = R"(#version 300 es
uniform block {
float f;
};
in vec4 position;
out vec4 color;
void main() {
gl_Position = position;
color = vec4(f, f, f, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
in vec4 color;
out vec4 colorOut;
void main() {
colorOut = color;
})";
// Init and draw with the program.
ANGLE_GL_PROGRAM(program, kVS, kFS);
float fData[4] = {1.0f, 1.0f, 1.0f, 1.0f};
GLuint bindIndex = 2;
GLBuffer ubo;
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(fData), &fData, GL_STATIC_DRAW);
glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex, ubo, 0, sizeof(fData));
GLint blockIndex = glGetUniformBlockIndex(program, "block");
ASSERT_NE(-1, blockIndex);
glUniformBlockBinding(program, blockIndex, bindIndex);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
if (drawWithProgramFirst)
{
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary and draw.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
// Reconfigure the block binding, which is reset after a call to glProgramBinary.
glUniformBlockBinding(binaryProgram, blockIndex, bindIndex);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(binaryProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Tests that saving and loading a program perserves uniform block binding info.
TEST_P(ProgramBinaryES3Test, UniformBlockBindingWithDraw)
{
testBinaryAndUBOBlockIndexes(true);
}
// Same as UniformBlockBindingWithDraw, but does not do an initial draw with the program. Covers an
// ANGLE crash. http://anglebug.com/42260591
TEST_P(ProgramBinaryES3Test, UniformBlockBindingNoDraw)
{
testBinaryAndUBOBlockIndexes(false);
}
// Same as UniformBlockBindingWithDraw, but specifies the binding in the shader itself.
TEST_P(ProgramBinaryES31Test, UniformBlockBindingSpecifiedInShader)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
constexpr char kVS[] = R"(#version 310 es
layout(binding = 1) uniform block {
vec4 v;
};
in vec4 position;
out vec4 color;
void main() {
gl_Position = position;
color = v;
})";
constexpr char kFS[] = R"(#version 310 es
precision mediump float;
in vec4 color;
out vec4 colorOut;
void main() {
colorOut = color;
})";
// Init and draw with the program.
ANGLE_GL_PROGRAM(program, kVS, kFS);
constexpr std::array<float, 4> kBlue = {0, 0, 1, 1};
GLBuffer blue;
glBindBuffer(GL_UNIFORM_BUFFER, blue);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kBlue), kBlue.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, blue);
GLint blockIndex = glGetUniformBlockIndex(program, "block");
ASSERT_NE(-1, blockIndex);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary and draw.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(binaryProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Ensure that uniform block bindings are reset to their original value on program binary
TEST_P(ProgramBinaryES31Test, UniformBlockBindingResetOnReload)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
constexpr char kVS[] = R"(#version 310 es
layout(binding = 1) uniform block {
vec4 v;
};
in vec4 position;
out vec4 color;
void main() {
gl_Position = position;
color = v;
})";
constexpr char kFS[] = R"(#version 310 es
precision mediump float;
in vec4 color;
out vec4 colorOut;
void main() {
colorOut = color;
})";
// Init and draw with the program.
ANGLE_GL_PROGRAM(program, kVS, kFS);
constexpr std::array<float, 4> kBlue = {0, 0, 1, 1};
constexpr std::array<float, 4> kGreen = {0, 1, 0, 1};
GLBuffer blue, green;
glBindBuffer(GL_UNIFORM_BUFFER, blue);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kBlue), kBlue.data(), GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, green);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kGreen), kGreen.data(), GL_STATIC_DRAW);
// Bind one buffer to binding 1 and another to binding 2
glBindBufferBase(GL_UNIFORM_BUFFER, 1, blue);
glBindBufferBase(GL_UNIFORM_BUFFER, 2, green);
GLint blockIndex = glGetUniformBlockIndex(program, "block");
ASSERT_NE(-1, blockIndex);
// Initially, remap the block to binding 2
glUniformBlockBinding(program, blockIndex, 2);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary and draw. On reset, the binding should be reset back to 1
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(binaryProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Test the shaders with arrays-of-struct uniforms are properly saved and restored
TEST_P(ProgramBinaryES3Test, TestArrayOfStructUniform)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
constexpr char kVS[] =
"#version 300 es\n"
"in highp vec4 position;\n"
"out mediump float v_vtxOut;\n"
"\n"
"struct structType\n"
"{\n"
" mediump vec4 m0;\n"
" mediump vec4 m1;\n"
"};\n"
"uniform structType u_var[3];\n"
"\n"
"mediump float compare_float(mediump float a, mediump float b)\n"
"{\n"
" return abs(a - b) < 0.05 ? 1.0 : 0.0;\n"
"}\n"
"mediump float compare_vec4(mediump vec4 a, mediump vec4 b)\n"
"{\n"
" return compare_float(a.x, b.x)*compare_float(a.y, b.y)*\n"
" compare_float(a.z, b.z)*compare_float(a.w, b.w);\n"
"}\n"
"\n"
"void main (void)\n"
"{\n"
" gl_Position = position;\n"
" v_vtxOut = 1.0;\n"
" v_vtxOut *= compare_vec4(u_var[0].m0, vec4(0.15, 0.52, 0.26, 0.35));\n"
" v_vtxOut *= compare_vec4(u_var[0].m1, vec4(0.88, 0.09, 0.30, 0.61));\n"
" v_vtxOut *= compare_vec4(u_var[1].m0, vec4(0.85, 0.59, 0.33, 0.71));\n"
" v_vtxOut *= compare_vec4(u_var[1].m1, vec4(0.62, 0.89, 0.09, 0.99));\n"
" v_vtxOut *= compare_vec4(u_var[2].m0, vec4(0.53, 0.89, 0.01, 0.08));\n"
" v_vtxOut *= compare_vec4(u_var[2].m1, vec4(0.26, 0.72, 0.60, 0.12));\n"
"}";
constexpr char kFS[] =
"#version 300 es\n"
"in mediump float v_vtxOut;\n"
"\n"
"layout(location = 0) out mediump vec4 dEQP_FragColor;\n"
"\n"
"void main (void)\n"
"{\n"
" mediump float result = v_vtxOut;\n"
" dEQP_FragColor = vec4(result, result, result, 1.0);\n"
"}";
// Init and draw with the program.
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
int location = glGetUniformLocation(program, "u_var[0].m0");
ASSERT_NE(location, -1);
glUniform4f(location, 0.15, 0.52, 0.26, 0.35);
location = glGetUniformLocation(program, "u_var[0].m1");
ASSERT_NE(location, -1);
glUniform4f(location, 0.88, 0.09, 0.30, 0.61);
location = glGetUniformLocation(program, "u_var[1].m0");
ASSERT_NE(location, -1);
glUniform4f(location, 0.85, 0.59, 0.33, 0.71);
location = glGetUniformLocation(program, "u_var[1].m1");
ASSERT_NE(location, -1);
glUniform4f(location, 0.62, 0.89, 0.09, 0.99);
location = glGetUniformLocation(program, "u_var[2].m0");
ASSERT_NE(location, -1);
glUniform4f(location, 0.53, 0.89, 0.01, 0.08);
location = glGetUniformLocation(program, "u_var[2].m1");
ASSERT_NE(location, -1);
glUniform4f(location, 0.26, 0.72, 0.60, 0.12);
ASSERT_GL_NO_ERROR();
// Clear and draw with the original program:
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary and draw.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
glUseProgram(binaryProgram);
location = glGetUniformLocation(binaryProgram, "u_var[0].m0");
ASSERT_NE(location, -1);
glUniform4f(location, 0.15, 0.52, 0.26, 0.35);
location = glGetUniformLocation(binaryProgram, "u_var[0].m1");
ASSERT_NE(location, -1);
glUniform4f(location, 0.88, 0.09, 0.30, 0.61);
location = glGetUniformLocation(binaryProgram, "u_var[1].m0");
ASSERT_NE(location, -1);
glUniform4f(location, 0.85, 0.59, 0.33, 0.71);
location = glGetUniformLocation(binaryProgram, "u_var[1].m1");
ASSERT_NE(location, -1);
glUniform4f(location, 0.62, 0.89, 0.09, 0.99);
location = glGetUniformLocation(binaryProgram, "u_var[2].m0");
ASSERT_NE(location, -1);
glUniform4f(location, 0.53, 0.89, 0.01, 0.08);
location = glGetUniformLocation(binaryProgram, "u_var[2].m1");
ASSERT_NE(location, -1);
glUniform4f(location, 0.26, 0.72, 0.60, 0.12);
ASSERT_GL_NO_ERROR();
// Clear and draw with the restored program:
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(binaryProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Verify that saving/loading binary with detached shaders followed by indexed
// drawing works.
TEST_P(ProgramBinaryES3Test, SaveAndLoadDetachedShaders)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
// We use shaders with the "flat" qualifier, to ensure that "flat" behaves
// across save/load. This is primarily to catch possible bugs in the Metal
// backend, where it needs to detect "flat" at shader link time and
// preserve that detection across binary save/load.
constexpr char kVS[] = R"(#version 300 es
precision highp float;
in vec4 a_position;
flat out vec4 v_color;
const vec4 colors[4] = vec4[](
vec4(0.0f, 0.0f, 1.0f, 1.0f),
vec4(0.0f, 0.0f, 1.0f, 1.0f),
vec4(0.0f, 1.0f, 0.0f, 1.0f),
vec4(0.0f, 1.0f, 0.0f, 1.0f)
);
void main()
{
v_color = colors[gl_VertexID];
gl_Position = a_position;
}
)";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
flat in vec4 v_color;
out vec4 o_color;
void main()
{
o_color = v_color;
}
)";
const auto &vertices = GetIndexedQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
GLBuffer indexBuffer;
const auto &indices = GetQuadIndices();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, kVS);
GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, kFS);
ASSERT_NE(0u, vertexShader);
ASSERT_NE(0u, fragmentShader);
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_EQ(GL_TRUE, linkStatus);
glDetachShader(program, vertexShader);
glDetachShader(program, fragmentShader);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
ASSERT_GL_NO_ERROR();
GLuint loadedProgram = glCreateProgram();
saveAndLoadProgram(program, loadedProgram);
glDeleteProgram(program);
ASSERT_EQ(glIsProgram(loadedProgram), GL_TRUE);
glUseProgram(loadedProgram);
ASSERT_GL_NO_ERROR();
GLint posLocation = glGetAttribLocation(loadedProgram, "a_position");
ASSERT_NE(-1, posLocation);
GLVertexArray vertexArray;
glBindVertexArray(vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
ASSERT_GL_NO_ERROR();
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glDeleteProgram(loadedProgram);
ASSERT_GL_NO_ERROR();
}
// Tests the difference between uniform static and active use
TEST_P(ProgramBinaryES3Test, ActiveUniformShader)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
constexpr char kVS[] =
"#version 300 es\n"
"in vec4 position;\n"
"void main() {\n"
" gl_Position = position;\n"
"}";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"uniform float values[2];\n"
"out vec4 color;\n"
"bool isZero(float value) {\n"
" return value == 0.0f;\n"
"}\n"
"void main() {\n"
" color = isZero(values[1]) ? vec4(1.0f,0.0f,0.0f,1.0f) : vec4(0.0f,1.0f,0.0f,1.0f);\n"
"}";
// Init and draw with the program.
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLint valuesLoc = glGetUniformLocation(program, "values");
ASSERT_NE(-1, valuesLoc);
glUseProgram(program);
GLfloat values[2] = {0.5f, 1.0f};
glUniform1fv(valuesLoc, 2, values);
ASSERT_GL_NO_ERROR();
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary and draw.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
valuesLoc = glGetUniformLocation(program, "values");
ASSERT_NE(-1, valuesLoc);
glUseProgram(binaryProgram);
GLfloat values2[2] = {0.1f, 1.0f};
glUniform1fv(valuesLoc, 2, values2);
ASSERT_GL_NO_ERROR();
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(binaryProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that uses many uniforms in the shaders
TEST_P(ProgramBinaryES3Test, BinaryWithLargeUniformCount)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
constexpr char kVS[] =
"#version 300 es\n"
"uniform float redVS; \n"
"uniform block0 {\n"
" float val0;\n"
"};\n"
"uniform float greenVS; \n"
"uniform float blueVS; \n"
"in vec4 position;\n"
"out vec4 color;\n"
"void main() {\n"
" gl_Position = position;\n"
" color = vec4(redVS + val0, greenVS, blueVS, 1.0f);\n"
"}";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"uniform float redFS; \n"
"uniform float greenFS; \n"
"uniform block1 {\n"
" float val1;\n"
" float val2;\n"
"};\n"
"uniform float blueFS; \n"
"in vec4 color;\n"
"out vec4 colorOut;\n"
"void main() {\n"
" colorOut = vec4(color.r + redFS,\n"
" color.g + greenFS + val1,\n"
" color.b + blueFS + val2, \n"
" color.a);\n"
"}";
// Init and draw with the program.
ANGLE_GL_PROGRAM(program, kVS, kFS);
float block0Data[4] = {-0.7f, 1.0f, 1.0f, 1.0f};
float block1Data[4] = {0.4f, -0.8f, 1.0f, 1.0f};
GLuint bindIndex0 = 5;
GLuint bindIndex1 = 2;
GLBuffer ubo0;
glBindBuffer(GL_UNIFORM_BUFFER, ubo0);
glBufferData(GL_UNIFORM_BUFFER, sizeof(block0Data), &block0Data, GL_STATIC_DRAW);
glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex0, ubo0, 0, sizeof(block0Data));
ASSERT_GL_NO_ERROR();
GLBuffer ubo1;
glBindBuffer(GL_UNIFORM_BUFFER, ubo1);
glBufferData(GL_UNIFORM_BUFFER, sizeof(block1Data), &block1Data, GL_STATIC_DRAW);
glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex1, ubo1, 0, sizeof(block1Data));
ASSERT_GL_NO_ERROR();
GLint block0Index = glGetUniformBlockIndex(program, "block0");
ASSERT_NE(-1, block0Index);
GLint block1Index = glGetUniformBlockIndex(program, "block1");
ASSERT_NE(-1, block1Index);
glUniformBlockBinding(program, block0Index, bindIndex0);
glUniformBlockBinding(program, block1Index, bindIndex1);
ASSERT_GL_NO_ERROR();
GLint redVSLoc = glGetUniformLocation(program, "redVS");
ASSERT_NE(-1, redVSLoc);
GLint greenVSLoc = glGetUniformLocation(program, "greenVS");
ASSERT_NE(-1, greenVSLoc);
GLint blueVSLoc = glGetUniformLocation(program, "blueVS");
ASSERT_NE(-1, blueVSLoc);
GLint redFSLoc = glGetUniformLocation(program, "redFS");
ASSERT_NE(-1, redFSLoc);
GLint greenFSLoc = glGetUniformLocation(program, "greenFS");
ASSERT_NE(-1, greenFSLoc);
GLint blueFSLoc = glGetUniformLocation(program, "blueFS");
ASSERT_NE(-1, blueFSLoc);
glUseProgram(program);
glUniform1f(redVSLoc, 0.6f);
glUniform1f(greenVSLoc, 0.2f);
glUniform1f(blueVSLoc, 1.1f);
glUniform1f(redFSLoc, 0.1f);
glUniform1f(greenFSLoc, 0.4f);
glUniform1f(blueFSLoc, 0.7f);
ASSERT_GL_NO_ERROR();
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary and draw.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
glUniformBlockBinding(binaryProgram, block0Index, bindIndex0);
glUniformBlockBinding(binaryProgram, block1Index, bindIndex1);
redVSLoc = glGetUniformLocation(binaryProgram, "redVS");
ASSERT_NE(-1, redVSLoc);
greenVSLoc = glGetUniformLocation(binaryProgram, "greenVS");
ASSERT_NE(-1, greenVSLoc);
blueVSLoc = glGetUniformLocation(binaryProgram, "blueVS");
ASSERT_NE(-1, blueVSLoc);
redFSLoc = glGetUniformLocation(binaryProgram, "redFS");
ASSERT_NE(-1, redFSLoc);
greenFSLoc = glGetUniformLocation(binaryProgram, "greenFS");
ASSERT_NE(-1, greenFSLoc);
blueFSLoc = glGetUniformLocation(binaryProgram, "blueFS");
ASSERT_NE(-1, blueFSLoc);
glUseProgram(binaryProgram);
glUniform1f(redVSLoc, 0.2f);
glUniform1f(greenVSLoc, -0.6f);
glUniform1f(blueVSLoc, 1.0f);
glUniform1f(redFSLoc, 1.5f);
glUniform1f(greenFSLoc, 0.2f);
glUniform1f(blueFSLoc, 0.8f);
ASSERT_GL_NO_ERROR();
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
drawQuad(binaryProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
}
// Test that sampler texelFetch references are saved and loaded correctly
TEST_P(ProgramBinaryTest, SRGBDecodeWithSamplerAndTexelFetchTest)
{
if (!supported())
{
return;
}
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_sRGB_decode") ||
getClientMajorVersion() < 3);
// These OpenGL drivers appear not to respect the texelFetch exception
// http://anglebug.com/42263564
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsWindows());
ANGLE_SKIP_TEST_IF(IsOpenGL() && (IsNVIDIA() || IsARM64()) && IsMac());
ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsNexus5X());
constexpr char kVS[] =
"#version 300 es\n"
"precision highp float;\n"
"in vec4 position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform sampler2D tex;\n"
"in vec2 texcoord;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
" out_color = texelFetch(tex, ivec2(0, 0), 0);\n"
"}\n";
GLProgram program;
program.makeRaster(kVS, kFS);
ASSERT_NE(0u, program);
GLuint reloadedProgram = glCreateProgram();
saveAndLoadProgram(program, reloadedProgram);
GLint textureLocation = glGetUniformLocation(reloadedProgram, "tex");
ASSERT_NE(-1, textureLocation);
GLColor linearColor(64, 127, 191, 255);
GLColor srgbColor(13, 54, 133, 255);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&linearColor);
ASSERT_GL_NO_ERROR();
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
glUseProgram(reloadedProgram);
glUniform1i(textureLocation, 0);
glDisable(GL_DEPTH_TEST);
drawQuad(reloadedProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_NEAR(0, 0, srgbColor, 1.0);
glSamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
drawQuad(reloadedProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_NEAR(0, 0, srgbColor, 1.0);
glDeleteProgram(reloadedProgram);
}
// Test that array of structs containing array of samplers work as expected.
TEST_P(ProgramBinaryES3Test, ArrayOfStructContainingArrayOfSamplers)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
constexpr char kFS[] =
"precision mediump float;\n"
"struct Data { mediump sampler2D data[2]; };\n"
"uniform Data test[2];\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(test[1].data[1], vec2(0.0, 0.0)).r,\n"
" texture2D(test[1].data[0], vec2(0.0, 0.0)).r,\n"
" texture2D(test[0].data[1], vec2(0.0, 0.0)).r,\n"
" texture2D(test[0].data[0], vec2(0.0, 0.0)).r);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLTexture textures[4];
GLColor expected = MakeGLColor(32, 64, 96, 255);
GLubyte data[8] = {}; // 4 bytes of padding, so that texture can be initialized with 4 bytes
memcpy(data, expected.data(), sizeof(expected));
for (int i = 0; i < 4; i++)
{
int outerIdx = i % 2;
int innerIdx = i / 2;
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textures[i]);
// Each element provides two components.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + i);
std::stringstream uniformName;
uniformName << "test[" << innerIdx << "].data[" << outerIdx << "]";
// Then send it as a uniform
GLint uniformLocation = glGetUniformLocation(program, uniformName.str().c_str());
// The uniform should be active.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, 3 - i);
ASSERT_GL_NO_ERROR();
}
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, expected);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
// Load a new program with the binary.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
glUseProgram(binaryProgram);
for (int i = 0; i < 4; i++)
{
int outerIdx = i % 2;
int innerIdx = i / 2;
std::stringstream uniformName;
uniformName << "test[" << innerIdx << "].data[" << outerIdx << "]";
// Then send it as a uniform
GLint uniformLocation = glGetUniformLocation(program, uniformName.str().c_str());
// The uniform should be active.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, 3 - i);
ASSERT_GL_NO_ERROR();
}
// Verify the uniform data with the binary program.
drawQuad(binaryProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, expected);
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramBinaryES3Test);
ANGLE_INSTANTIATE_TEST_ES3(ProgramBinaryES3Test);
// Tests that saving and loading a program attached with computer shader.
TEST_P(ProgramBinaryES31Test, ProgramBinaryWithComputeShader)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
constexpr char kCS[] =
"#version 310 es\n"
"layout(local_size_x=4, local_size_y=3, local_size_z=1) in;\n"
"uniform block {\n"
" vec2 f;\n"
"};\n"
"uniform vec2 g;\n"
"uniform highp sampler2D tex;\n"
"void main() {\n"
" vec4 color = texture(tex, f + g);\n"
"}";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
ASSERT_GL_NO_ERROR();
// Dispatch compute with the loaded binary program
glUseProgram(binaryProgram);
glDispatchCompute(8, 4, 2);
ASSERT_GL_NO_ERROR();
}
// Tests saving and loading a separable program that has a computer shader using a uniform and a
// uniform block.
TEST_P(ProgramBinaryES31Test, SeparableProgramLinkedUniforms)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
constexpr char kComputeShader[] = R"(#version 310 es
layout(local_size_x=4, local_size_y=3, local_size_z=1) in;
uniform float testUint;
uniform TestBlock
{
mat4 testMatrix;
};
layout(rgba32ui) uniform highp writeonly uimage2D imageOut;
void main() {
imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), uvec4(testMatrix[0][0] + testUint, 0, 0, 0));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShader);
glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
ASSERT_GL_NO_ERROR();
glUseProgram(binaryProgram);
ASSERT_GL_NO_ERROR();
}
// Tests that saving and loading a program attached with computer shader.
TEST_P(ProgramBinaryES31Test, ProgramBinaryWithAtomicCounterComputeShader)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
constexpr char kComputeShader[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(binding = 0, offset = 4) uniform atomic_uint ac[2];
void main() {
atomicCounterIncrement(ac[0]);
atomicCounterDecrement(ac[1]);
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShader);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
ASSERT_GL_NO_ERROR();
// Dispatch compute with the loaded binary program
glUseProgram(binaryProgram);
// The initial value of 'ac[0]' is 3u, 'ac[1]' is 1u.
unsigned int bufferData[3] = {11u, 3u, 1u};
GLBuffer atomicCounterBuffer;
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(bufferData), bufferData, GL_STATIC_DRAW);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer);
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
void *mappedBuffer =
glMapBufferRange(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint) * 3, GL_MAP_READ_BIT);
memcpy(bufferData, mappedBuffer, sizeof(bufferData));
glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
EXPECT_EQ(11u, bufferData[0]);
EXPECT_EQ(4u, bufferData[1]);
EXPECT_EQ(0u, bufferData[2]);
ASSERT_GL_NO_ERROR();
}
// Tests that image texture works correctly when loading a program from binary.
TEST_P(ProgramBinaryES31Test, ImageTextureBinding)
{
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
const char kComputeShader[] =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r32ui, binding = 1) writeonly uniform highp uimage2D writeImage;
void main()
{
imageStore(writeImage, ivec2(gl_LocalInvocationID.xy), uvec4(200u));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShader);
// Read back the binary.
GLint programLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &programLength);
ASSERT_GL_NO_ERROR();
GLsizei readLength = 0;
GLenum binaryFormat = GL_NONE;
std::vector<uint8_t> binary(programLength);
glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
// Load a new program with the binary.
ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
ASSERT_GL_NO_ERROR();
// Dispatch compute with the loaded binary program
glUseProgram(binaryProgram);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
constexpr GLuint kInputValue = 100u;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &kInputValue);
EXPECT_GL_NO_ERROR();
glBindImageTexture(1, texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
GLFramebuffer framebuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GLuint outputValue;
glReadPixels(0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValue);
EXPECT_EQ(200u, outputValue);
ASSERT_GL_NO_ERROR();
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramBinaryES31Test);
ANGLE_INSTANTIATE_TEST_ES31(ProgramBinaryES31Test);
class ProgramBinaryTransformFeedbackTest : public ANGLETest<>
{
protected:
ProgramBinaryTransformFeedbackTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
constexpr char kVS[] = R"(#version 300 es
in vec4 inputAttribute;
out vec4 outputVarying;
void main()
{
outputVarying = inputAttribute;
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 outputColor;
void main()
{
outputColor = vec4(1,0,0,1);
})";
std::vector<std::string> transformFeedbackVaryings;
transformFeedbackVaryings.push_back("outputVarying");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, transformFeedbackVaryings,
GL_SEPARATE_ATTRIBS);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
ASSERT_GL_NO_ERROR();
}
void testTearDown() override { glDeleteProgram(mProgram); }
GLint getAvailableProgramBinaryFormatCount() const
{
GLint formatCount;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
return formatCount;
}
GLuint mProgram;
};
// This tests the assumption that float attribs of different size
// should not internally cause a vertex shader recompile (for conversion).
TEST_P(ProgramBinaryTransformFeedbackTest, GetTransformFeedbackVarying)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_get_program_binary"));
ANGLE_SKIP_TEST_IF(getAvailableProgramBinaryFormatCount() == 0);
// http://anglebug.com/42262347
ANGLE_SKIP_TEST_IF(IsAndroid() && (IsPixel2() || IsPixel2XL()) && IsVulkan());
// http://anglebug.com/40096654
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
std::vector<uint8_t> binary(0);
GLint programLength = 0;
GLint writtenLength = 0;
GLenum binaryFormat = 0;
// Save the program binary out
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
ASSERT_GL_NO_ERROR();
binary.resize(programLength);
glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
ASSERT_GL_NO_ERROR();
glDeleteProgram(mProgram);
// Load program binary
mProgram = glCreateProgram();
glProgramBinaryOES(mProgram, binaryFormat, binary.data(), writtenLength);
// Ensure the loaded binary is linked
GLint linkStatus;
glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
EXPECT_TRUE(linkStatus != 0);
// Query information about the transform feedback varying
char varyingName[64];
GLsizei varyingSize = 0;
GLenum varyingType = GL_NONE;
glGetTransformFeedbackVarying(mProgram, 0, 64, &writtenLength, &varyingSize, &varyingType,
varyingName);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(13, writtenLength);
EXPECT_STREQ("outputVarying", varyingName);
EXPECT_EQ(1, varyingSize);
EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, varyingType);
EXPECT_GL_NO_ERROR();
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramBinaryTransformFeedbackTest);
ANGLE_INSTANTIATE_TEST_ES3(ProgramBinaryTransformFeedbackTest);
// For the ProgramBinariesAcrossPlatforms tests, we need two sets of params:
// - a set to save the program binary
// - a set to load the program binary
// We combine these into one struct extending PlatformParameters so we can reuse existing ANGLE test
// macros
struct PlatformsWithLinkResult : PlatformParameters
{
PlatformsWithLinkResult(PlatformParameters saveParams,
PlatformParameters loadParamsIn,
bool expectedLinkResultIn)
{
majorVersion = saveParams.majorVersion;
minorVersion = saveParams.minorVersion;
eglParameters = saveParams.eglParameters;
loadParams = loadParamsIn;
expectedLinkResult = expectedLinkResultIn;
}
PlatformParameters loadParams;
bool expectedLinkResult;
};
// Provide a custom gtest parameter name function for PlatformsWithLinkResult
// to avoid returning the same parameter name twice. Such a conflict would happen
// between ES2_D3D11_to_ES2D3D11 and ES2_D3D11_to_ES3D3D11 as they were both
// named ES2_D3D11
std::ostream &operator<<(std::ostream &stream, const PlatformsWithLinkResult &platform)
{
const PlatformParameters &platform1 = platform;
const PlatformParameters &platform2 = platform.loadParams;
stream << platform1 << "_to_" << platform2;
return stream;
}
class ProgramBinariesAcrossPlatforms : public testing::TestWithParam<PlatformsWithLinkResult>
{
public:
void SetUp() override
{
mOSWindow = OSWindow::New();
bool result = mOSWindow->initialize("ProgramBinariesAcrossRenderersTests", 100, 100);
if (result == false)
{
FAIL() << "Failed to create OS window";
}
mEntryPointsLib.reset(
angle::OpenSharedLibrary(ANGLE_EGL_LIBRARY_NAME, angle::SearchType::ModuleDir));
}
EGLWindow *createAndInitEGLWindow(angle::PlatformParameters &param)
{
EGLWindow *eglWindow = EGLWindow::New(param.majorVersion, param.minorVersion);
ConfigParameters configParams;
bool result = eglWindow->initializeGL(mOSWindow, mEntryPointsLib.get(), param.driver,
param.eglParameters, configParams);
if (!result)
{
EGLWindow::Delete(&eglWindow);
}
LoadUtilGLES(eglGetProcAddress);
return eglWindow;
}
void destroyEGLWindow(EGLWindow **eglWindow)
{
ASSERT_NE(nullptr, *eglWindow);
(*eglWindow)->destroyGL();
EGLWindow::Delete(eglWindow);
}
GLuint createES2ProgramFromSource()
{
return CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
}
GLuint createES3ProgramFromSource()
{
return CompileProgram(essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
}
void drawWithProgram(GLuint program)
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
glUseProgram(program);
const GLfloat vertices[] = {
-1.0f, 1.0f, 0.5f, -1.0f, -1.0f, 0.5f, 1.0f, -1.0f, 0.5f,
-1.0f, 1.0f, 0.5f, 1.0f, -1.0f, 0.5f, 1.0f, 1.0f, 0.5f,
};
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
EXPECT_PIXEL_EQ(mOSWindow->getWidth() / 2, mOSWindow->getHeight() / 2, 255, 0, 0, 255);
}
void TearDown() override
{
mOSWindow->destroy();
OSWindow::Delete(&mOSWindow);
}
OSWindow *mOSWindow = nullptr;
std::unique_ptr<angle::Library> mEntryPointsLib;
};
// Tries to create a program binary using one set of platform params, then load it using a different
// sent of params
TEST_P(ProgramBinariesAcrossPlatforms, CreateAndReloadBinary)
{
angle::PlatformParameters firstRenderer = GetParam();
angle::PlatformParameters secondRenderer = GetParam().loadParams;
bool expectedLinkResult = GetParam().expectedLinkResult;
// First renderer not supported, skipping test.
ANGLE_SKIP_TEST_IF(!(IsPlatformAvailable(firstRenderer)));
// Second renderer not supported, skipping test.
ANGLE_SKIP_TEST_IF(!(IsPlatformAvailable(secondRenderer)));
EGLWindow *eglWindow = nullptr;
std::vector<uint8_t> binary(0);
GLuint program = 0;
GLint programLength = 0;
GLint writtenLength = 0;
GLenum binaryFormat = 0;
// Create a EGL window with the first renderer
eglWindow = createAndInitEGLWindow(firstRenderer);
if (eglWindow == nullptr)
{
FAIL() << "Failed to create EGL window";
}
// If the test is trying to use both the default GPU and WARP, but the default GPU *IS* WARP,
// then our expectations for the test results will be invalid.
if (firstRenderer.eglParameters.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE &&
secondRenderer.eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE)
{
std::string rendererString =
std::string(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
angle::ToLower(&rendererString);
auto basicRenderPos = rendererString.find(std::string("microsoft basic render"));
auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
// The first renderer is using WARP, even though we didn't explictly request it
// We should skip this test
ANGLE_SKIP_TEST_IF(basicRenderPos != std::string::npos ||
softwareAdapterPos != std::string::npos);
}
// Create a program
if (firstRenderer.majorVersion == 3)
{
program = createES3ProgramFromSource();
}
else
{
program = createES2ProgramFromSource();
}
if (program == 0)
{
destroyEGLWindow(&eglWindow);
FAIL() << "Failed to create program from source";
}
// Draw using the program to ensure it works as expected
drawWithProgram(program);
EXPECT_GL_NO_ERROR();
// Save the program binary out from this renderer
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
EXPECT_GL_NO_ERROR();
binary.resize(programLength);
glGetProgramBinaryOES(program, programLength, &writtenLength, &binaryFormat, binary.data());
EXPECT_GL_NO_ERROR();
// Destroy the first renderer
glDeleteProgram(program);
destroyEGLWindow(&eglWindow);
// Create an EGL window with the second renderer
eglWindow = createAndInitEGLWindow(secondRenderer);
if (eglWindow == nullptr)
{
FAIL() << "Failed to create EGL window";
}
program = glCreateProgram();
glProgramBinaryOES(program, binaryFormat, binary.data(), writtenLength);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_EQ(expectedLinkResult, (linkStatus != 0));
if (linkStatus != 0)
{
// If the link was successful, then we should try to draw using the program to ensure it
// works as expected
drawWithProgram(program);
EXPECT_GL_NO_ERROR();
}
// Destroy the second renderer
glDeleteProgram(program);
destroyEGLWindow(&eglWindow);
}
// clang-format off
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramBinariesAcrossPlatforms);
ANGLE_INSTANTIATE_TEST(ProgramBinariesAcrossPlatforms,
// | Save the | Load the | Expected
// | program in | program in | link
// | this config | this config | result
PlatformsWithLinkResult(ES2_D3D11(), ES2_D3D11(), true ), // Loading + reloading binary should work
PlatformsWithLinkResult(ES3_D3D11(), ES3_D3D11(), true ), // Loading + reloading binary should work
PlatformsWithLinkResult(ES2_D3D11(), ES2_D3D9(), false), // Switching from D3D11 to D3D9 shouldn't work
PlatformsWithLinkResult(ES2_D3D9(), ES2_D3D11(), false), // Switching from D3D9 to D3D11 shouldn't work
PlatformsWithLinkResult(ES2_D3D11(), ES3_D3D11(), false), // Switching to newer client version shouldn't work
PlatformsWithLinkResult(ES2_VULKAN(), ES2_VULKAN(), true ), // Loading + reloading binary should work
PlatformsWithLinkResult(ES3_VULKAN(), ES3_VULKAN(), true ), // Loading + reloading binary should work
PlatformsWithLinkResult(ES31_VULKAN(), ES31_VULKAN(), true ), // Loading + reloading binary should work
PlatformsWithLinkResult(ES3_VULKAN(), ES31_VULKAN(), false), // Switching to newer client version shouldn't work with Vulkan
);
// clang-format on