Commit 5fea1b76 by Jamie Madill Committed by Commit Bot

Add state change test for uniform buffer validation.

Bug: angleproject:2747 Change-Id: Ia808e26a48ecf432cc29ebd8514f265ff3e15ce8 Reviewed-on: https://chromium-review.googlesource.com/1169825 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent 4b4197af
...@@ -2310,6 +2310,87 @@ TEST_P(ValidationStateChangeTestES31, DrawPastEndOfBufferWithDivisor) ...@@ -2310,6 +2310,87 @@ TEST_P(ValidationStateChangeTestES31, DrawPastEndOfBufferWithDivisor)
ASSERT_GL_NO_ERROR(); ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
} }
// Tests state changes with uniform block validation.
TEST_P(ValidationStateChangeTest, UniformBlockNegativeAPI)
{
constexpr char kVS[] = R"(#version 300 es
in vec2 position;
void main()
{
gl_Position = vec4(position, 0, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
uniform uni { vec4 vec; };
out vec4 color;
void main()
{
color = vec;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLuint blockIndex = glGetUniformBlockIndex(program, "uni");
ASSERT_NE(GL_INVALID_INDEX, blockIndex);
glUniformBlockBinding(program, blockIndex, 0);
GLBuffer uniformBuffer;
glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen.R, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
const auto &quadVertices = GetQuadVertices();
GLBuffer positionBuffer;
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
// First draw should succeed.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Change the uniform block binding. Should fail.
glUniformBlockBinding(program, blockIndex, 1);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_ERROR(GL_INVALID_OPERATION) << "Invalid uniform block binding should fail";
// Reset to a correct state.
glUniformBlockBinding(program, blockIndex, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Change the buffer binding. Should fail.
glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_ERROR(GL_INVALID_OPERATION) << "Setting invalid uniform buffer should fail";
// Reset to a correct state.
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Resize the buffer to be too small. Should fail.
glBufferData(GL_UNIFORM_BUFFER, 1, nullptr, GL_STATIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Invalid buffer size should fail";
}
} // anonymous namespace } // anonymous namespace
ANGLE_INSTANTIATE_TEST(StateChangeTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_VULKAN()); ANGLE_INSTANTIATE_TEST(StateChangeTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_VULKAN());
......
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