// 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 <GLES2/gl2.h>
#include <GLES2/gl2ext.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"
namespace gpu {
class GLTest : public testing::Test {
protected:
virtual void SetUp() {
gl_.Initialize(GLManager::Options());
}
virtual void TearDown() {
gl_.Destroy();
}
GLManager gl_;
};
// Test that GL is at least minimally working.
TEST_F(GLTest, Basic) {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
uint8 expected[] = { 0, 255, 0, 255, };
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, 1, 1, 0, expected));
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_F(GLTest, BasicFBO) {
GLuint tex = 0;
glGenTextures(1, &tex);
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindTexture(GL_TEXTURE_2D, tex);
scoped_ptr<uint8[]> pixels(new uint8 [16*16*4]);
memset(pixels.get(), 0, 16*16*4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixels.get());
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
tex, 0);
EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
uint8 expected[] = { 0, 255, 0, 255, };
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, 16, 16, 0, expected));
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &tex);
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_F(GLTest, SimpleShader) {
static const char* v_shader_str =
"attribute vec4 a_Position;\n"
"void main()\n"
"{\n"
" gl_Position = a_Position;\n"
"}\n";
static const char* f_shader_str =
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
"}\n";
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
glUseProgram(program);
GLuint position_loc = glGetAttribLocation(program, "a_Position");
GLTestHelper::SetupUnitQuad(position_loc);
uint8 expected_clear[] = { 127, 0, 255, 0, };
glClearColor(0.5f, 0.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, 1, 1, 1, expected_clear));
uint8 expected_draw[] = { 0, 255, 0, 255, };
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, 1, 1, 0, expected_draw));
}
TEST_F(GLTest, GetString) {
EXPECT_STREQ(
"OpenGL ES 2.0 Chromium",
reinterpret_cast<const char*>(glGetString(GL_VERSION)));
EXPECT_STREQ(
"OpenGL ES GLSL ES 1.0 Chromium",
reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION)));
EXPECT_STREQ(
"Chromium",
reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
EXPECT_STREQ(
"Chromium",
reinterpret_cast<const char*>(glGetString(GL_VENDOR)));
}
} // namespace gpu