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Work around NVidia's glLinkProgram bug
glLinkProgram is supposed to start using a linked program immediately if that program is the current program BUG=110263 Review URL: https://chromiumcodereview.appspot.com/11227045 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@163642 0039d316-1c4b-4281-b951-d872f2087c98
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gman@chromium.org
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Oct 23, 2012
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// Copyright (c) 2012 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. | ||
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#include <GLES2/gl2.h> | ||
#include <GLES2/gl2ext.h> | ||
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#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" | ||
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#define SHADER(Src) #Src | ||
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namespace gpu { | ||
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class GLProgramTest : public testing::Test { | ||
protected: | ||
virtual void SetUp() { | ||
gl_.Initialize(gfx::Size(4, 4)); | ||
} | ||
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virtual void TearDown() { | ||
gl_.Destroy(); | ||
} | ||
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GLManager gl_; | ||
}; | ||
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TEST_F(GLProgramTest, GetSetUniform) { | ||
static const char* v_shader_str = SHADER( | ||
attribute vec4 a_vertex; | ||
attribute vec3 a_normal; | ||
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uniform mat4 u_modelViewProjMatrix; | ||
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struct MyStruct | ||
{ | ||
int x; | ||
int y; | ||
}; | ||
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uniform MyStruct u_struct; | ||
uniform float u_array[4]; | ||
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varying vec3 v_normal; | ||
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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; | ||
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void main() | ||
{ | ||
gl_FragColor = vec4(v_normal/2.0+vec3(0.5), 1); | ||
} | ||
); | ||
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// Load the program. | ||
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str); | ||
glUseProgram(program); | ||
// Relink program. | ||
glLinkProgram(program); | ||
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// 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]"); | ||
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glUniform1i(location_sx, 3); | ||
glUniform1f(location_array_0, 123); | ||
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GLint int_value = 0; | ||
GLfloat float_value = 0; | ||
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glGetUniformiv(program, location_sx, &int_value); | ||
EXPECT_EQ(3, int_value); | ||
glGetUniformfv(program, location_array_0, &float_value); | ||
EXPECT_EQ(123.0f, float_value); | ||
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GLTestHelper::CheckGLError("no errors", __LINE__); | ||
} | ||
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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); | ||
} | ||
); | ||
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// 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__); | ||
} | ||
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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;; | ||
} | ||
); | ||
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// Load the program. | ||
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str); | ||
glUseProgram(program); | ||
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// Relink. | ||
glLinkProgram(program); | ||
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// 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); | ||
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// 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__); | ||
} | ||
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} // namespace gpu | ||
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