/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 2.0 Module
* -------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief Redundant state change performance tests.
*//*--------------------------------------------------------------------*/
#include "es2pRedundantStateChangeTests.hpp"
#include "glsStateChangePerfTestCases.hpp"
#include "gluShaderProgram.hpp"
#include "glwFunctions.hpp"
#include "glwEnums.hpp"
namespace deqp
{
namespace gles2
{
namespace Performance
{
using namespace glw; // GL types
namespace
{
enum
{
VIEWPORT_WIDTH = 24,
VIEWPORT_HEIGHT = 24
};
class RedundantStateChangeCase : public gls::StateChangePerformanceCase
{
public:
RedundantStateChangeCase (Context& context, int drawCallCount, int triangleCount, bool drawArrays, bool useIndexBuffer, const char* name, const char* description);
~RedundantStateChangeCase (void);
protected:
virtual void renderTest (const glw::Functions& gl);
virtual void renderReference (const glw::Functions& gl);
virtual void changeState (const glw::Functions& gl) = 0;
};
RedundantStateChangeCase::RedundantStateChangeCase (Context& context, int drawCallCount, int triangleCount, bool drawArrays, bool useIndexBuffer, const char* name, const char* description)
: gls::StateChangePerformanceCase(context.getTestContext(), context.getRenderContext(), name, description,
(useIndexBuffer ? DRAWTYPE_INDEXED_BUFFER :
drawArrays ? DRAWTYPE_NOT_INDEXED :
DRAWTYPE_INDEXED_USER_PTR), drawCallCount, triangleCount)
{
DE_ASSERT(!useIndexBuffer || !drawArrays);
}
RedundantStateChangeCase::~RedundantStateChangeCase (void)
{
}
void RedundantStateChangeCase::renderTest (const glw::Functions& gl)
{
for (int callNdx = 0; callNdx < m_callCount; callNdx++)
{
changeState(gl);
callDraw(gl);
}
}
void RedundantStateChangeCase::renderReference (const glw::Functions& gl)
{
changeState(gl);
for (int callNdx = 0; callNdx < m_callCount; callNdx++)
callDraw(gl);
}
} // anonymous
RedundantStateChangeTests::RedundantStateChangeTests (Context& context)
: TestCaseGroup(context, "redundant_state_change_draw", "Test performance with redundant sate changes between rendering.")
{
}
RedundantStateChangeTests::~RedundantStateChangeTests (void)
{
}
#define MACRO_BLOCK(...) __VA_ARGS__
#define ADD_TESTCASE(NAME, DESC, DRAWARRAYS, INDEXBUFFER, INIT_FUNC, CHANGE_FUNC)\
do {\
class RedundantStateChangeCase_ ## NAME : public RedundantStateChangeCase\
{\
public:\
RedundantStateChangeCase_ ## NAME (Context& context, int drawCallCount, int triangleCount, const char* name, const char* description)\
: RedundantStateChangeCase(context, drawCallCount, triangleCount, (DRAWARRAYS), (INDEXBUFFER), name, description)\
{}\
virtual void setupInitialState (const glw::Functions& gl)\
{\
INIT_FUNC\
}\
virtual void changeState (const glw::Functions& gl)\
{\
CHANGE_FUNC\
}\
};\
manySmallCallsGroup->addChild (new RedundantStateChangeCase_ ## NAME (m_context,1000,2,#NAME,(DESC)));\
fewBigCallsGroup->addChild (new RedundantStateChangeCase_ ## NAME (m_context,10,200,#NAME,(DESC)));\
} while (0);
void RedundantStateChangeTests::init (void)
{
tcu::TestCaseGroup* const manySmallCallsGroup = new tcu::TestCaseGroup(m_testCtx, "many_small_calls", "1000 calls, 2 triangles in each");
tcu::TestCaseGroup* const fewBigCallsGroup = new tcu::TestCaseGroup(m_testCtx, "few_big_calls", "10 calls, 200 triangles in each");
addChild(manySmallCallsGroup);
addChild(fewBigCallsGroup);
ADD_TESTCASE(blend, "Enable/Disable blending.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.enable(GL_BLEND);
})
)
ADD_TESTCASE(depth_test, "Enable/Disable depth test.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.depthFunc(GL_LEQUAL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDepthFunc()");
}),
MACRO_BLOCK({
gl.enable(GL_DEPTH_TEST);
})
)
ADD_TESTCASE(stencil_test, "Enable/Disable stencil test.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.stencilFunc(GL_LEQUAL, 0, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilFunc()");
gl.stencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilOp()");
gl.clearStencil(0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glClearStencil()");
gl.clear(GL_STENCIL_BUFFER_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glClear()");
}),
MACRO_BLOCK({
gl.enable(GL_STENCIL_TEST);
})
)
ADD_TESTCASE(scissor_test, "Enable/Disable scissor test.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.scissor(2, 3, 12, 13);
GLU_EXPECT_NO_ERROR(gl.getError(), "glScissor()");
}),
MACRO_BLOCK({
gl.enable(GL_SCISSOR_TEST);
})
)
ADD_TESTCASE(dither, "Enable/Disable dithering.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.enable(GL_DITHER);
})
)
ADD_TESTCASE(culling, "Enable/Disable culling.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.frontFace(GL_CW);
GLU_EXPECT_NO_ERROR(gl.getError(), "glFrontFace()");
gl.cullFace(GL_FRONT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glCullFace()");
}),
MACRO_BLOCK({
gl.enable(GL_CULL_FACE);
})
)
ADD_TESTCASE(depth_func, "Change depth func.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_DEPTH_TEST);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
}),
MACRO_BLOCK({
gl.depthFunc(GL_GEQUAL);
})
)
ADD_TESTCASE(depth_mask, "Toggle depth mask.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_DEPTH_TEST);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
gl.depthFunc(GL_LEQUAL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDepthFunc()");
}),
MACRO_BLOCK({
gl.depthMask(GL_FALSE);
})
)
ADD_TESTCASE(depth_rangef, "Change depth range.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.depthRangef(0.0f, 1.0f);
})
)
ADD_TESTCASE(blend_equation, "Change blend equation.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_BLEND);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
}),
MACRO_BLOCK({
gl.blendEquation(GL_FUNC_SUBTRACT);
})
)
ADD_TESTCASE(blend_func, "Change blend function.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_BLEND);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
}),
MACRO_BLOCK({
gl.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
})
)
ADD_TESTCASE(polygon_offset, "Change polygon offset.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_POLYGON_OFFSET_FILL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
}),
MACRO_BLOCK({
gl.polygonOffset(0.0f, 0.0f);
})
)
ADD_TESTCASE(sample_coverage, "Sample coverage.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.sampleCoverage(0.25f, GL_TRUE);
})
)
ADD_TESTCASE(viewport, "Change viewport.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.viewport(10, 11, 5, 6);
})
)
ADD_TESTCASE(scissor, "Change scissor box.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_SCISSOR_TEST);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
}),
MACRO_BLOCK({
gl.scissor(17, 13, 5, 8);
})
)
ADD_TESTCASE(color_mask, "Change color mask.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.colorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
})
)
ADD_TESTCASE(cull_face, "Change culling mode.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_CULL_FACE);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
}),
MACRO_BLOCK({
gl.cullFace(GL_FRONT);
})
)
ADD_TESTCASE(front_face, "Change front face.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_CULL_FACE);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
}),
MACRO_BLOCK({
gl.frontFace(GL_CCW);
})
)
ADD_TESTCASE(stencil_mask, "Change stencil mask.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_STENCIL_TEST);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
gl.stencilFunc(GL_LEQUAL, 0, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilFunc()");
gl.stencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilOp()");
gl.clearStencil(0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glClearStencil()");
gl.clear(GL_STENCIL_BUFFER_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glClear()");
}),
MACRO_BLOCK({
gl.stencilMask(0xDD);
})
)
ADD_TESTCASE(stencil_func, "Change stencil func.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_STENCIL_TEST);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
gl.stencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilOp()");
gl.clearStencil(0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glClearStencil()");
gl.clear(GL_STENCIL_BUFFER_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glClear()");
}),
MACRO_BLOCK({
gl.stencilFunc(GL_LEQUAL, 0, 0xFF);
})
)
ADD_TESTCASE(stencil_op, "Change stencil op.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_STENCIL_TEST);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
gl.stencilFunc(GL_LEQUAL, 0, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilFunc()");
gl.clearStencil(0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glClearStencil()");
gl.clear(GL_STENCIL_BUFFER_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glClear()");
}),
MACRO_BLOCK({
gl.stencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
})
)
ADD_TESTCASE(bind_array_buffer, "Change array buffer and refresh vertex attrib pointer.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.bindAttribLocation(m_programs[0]->getProgram(), 0, "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindAttribLocation()");
gl.linkProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glLinkProgram()");
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
gl.enableVertexAttribArray(0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
gl.vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
})
)
ADD_TESTCASE(element_array_buffer, "Change element array buffer.",
false,
true,
MACRO_BLOCK({
requireCoordBuffers(1);
requireIndexBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
}),
MACRO_BLOCK({
gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffers[0]);
})
)
ADD_TESTCASE(bind_texture, "Change texture binding.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
})
)
ADD_TESTCASE(use_program, "Change used program.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.useProgram(m_programs[0]->getProgram());
})
)
ADD_TESTCASE(tex_parameter_min_filter, "Change texture parameter min filter.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
})
)
ADD_TESTCASE(tex_parameter_mag_filter, "Change texture parameter mag filter.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
})
)
ADD_TESTCASE(tex_parameter_wrap, "Change texture parameter wrap filter.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
}),
MACRO_BLOCK({
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
})
)
ADD_TESTCASE(bind_framebuffer, "Change framebuffer.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requireFramebuffers(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindFramebuffer()");
}),
MACRO_BLOCK({
gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffers[0]);
})
)
ADD_TESTCASE(blend_color, "Change blend color.",
true,
false,
MACRO_BLOCK({
requireCoordBuffers(1);
requireTextures(1);
requirePrograms(1);
gl.useProgram(m_programs[0]->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");
gl.enableVertexAttribArray(coordLoc);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");
gl.uniform1i(samplerLoc, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
gl.enable(GL_BLEND);
GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
gl.blendFunc(GL_CONSTANT_COLOR, GL_CONSTANT_COLOR);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBlendFunc()");
}),
MACRO_BLOCK({
gl.blendColor(0.75f, 0.75f, 0.75f, 0.75f);
})
)
}
} // Performance
} // gles2
} // deqp