Commit cabdd1a0 by Shao Committed by Commit Bot

Clean up coding style issues in InstancingTest.cpp

This patch intends to clean up all coding style issues in InstancingTest.cpp. 1. Replace SHADER_SOURCE by std::string 2. Use (expected, actual) as the order of the parameters in ASSERT_NE 3. Replace C-style type cast operators into C++ ones. 4. Use ANGLE_GL_PROGRAM to build shader programs 5. Use constexpr when necessary 6. Other format changes done by 'git cl format' BUG=angleproject:2005 Change-Id: I37d866c5df681160a66226bf5927dd6e00a6d6b2 Reviewed-on: https://chromium-review.googlesource.com/528649 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
parent dd5f27ee
......@@ -5,6 +5,7 @@
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
......@@ -35,32 +36,35 @@ class InstancingTest : public ANGLETest
mDrawArraysInstancedANGLE = nullptr;
mDrawElementsInstancedANGLE = nullptr;
char *extensionString = (char*)glGetString(GL_EXTENSIONS);
const char *extensionString = reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
if (strstr(extensionString, "GL_ANGLE_instanced_arrays"))
{
mVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
mDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawElementsInstancedANGLE");
mVertexAttribDivisorANGLE =
(PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
mDrawArraysInstancedANGLE =
(PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress(
"glDrawElementsInstancedANGLE");
}
ASSERT_TRUE(mVertexAttribDivisorANGLE != nullptr);
ASSERT_TRUE(mDrawArraysInstancedANGLE != nullptr);
ASSERT_TRUE(mDrawElementsInstancedANGLE != nullptr);
ASSERT_NE(nullptr, mVertexAttribDivisorANGLE);
ASSERT_NE(nullptr, mDrawArraysInstancedANGLE);
ASSERT_NE(nullptr, mDrawElementsInstancedANGLE);
// Initialize the vertex and index vectors
GLfloat qvertex1[3] = {-quadRadius, quadRadius, 0.0f};
GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f};
GLfloat qvertex3[3] = { quadRadius, -quadRadius, 0.0f};
GLfloat qvertex4[3] = { quadRadius, quadRadius, 0.0f};
constexpr GLfloat qvertex1[3] = {-quadRadius, quadRadius, 0.0f};
constexpr GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f};
constexpr GLfloat qvertex3[3] = {quadRadius, -quadRadius, 0.0f};
constexpr GLfloat qvertex4[3] = {quadRadius, quadRadius, 0.0f};
mQuadVertices.insert(mQuadVertices.end(), qvertex1, qvertex1 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex2, qvertex2 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex3, qvertex3 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex4, qvertex4 + 3);
GLfloat coord1[2] = {0.0f, 0.0f};
GLfloat coord2[2] = {0.0f, 1.0f};
GLfloat coord3[2] = {1.0f, 1.0f};
GLfloat coord4[2] = {1.0f, 0.0f};
constexpr GLfloat coord1[2] = {0.0f, 0.0f};
constexpr GLfloat coord2[2] = {0.0f, 1.0f};
constexpr GLfloat coord3[2] = {1.0f, 1.0f};
constexpr GLfloat coord4[2] = {1.0f, 0.0f};
mTexcoords.insert(mTexcoords.end(), coord1, coord1 + 2);
mTexcoords.insert(mTexcoords.end(), coord2, coord2 + 2);
mTexcoords.insert(mTexcoords.end(), coord3, coord3 + 2);
......@@ -92,7 +96,7 @@ class InstancingTest : public ANGLETest
{
for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3)
{
GLfloat instance[3] = {x + quadRadius, y + quadRadius, 0.0f};
const GLfloat instance[3] = {x + quadRadius, y + quadRadius, 0.0f};
mInstances.insert(mInstances.end(), instance, instance + 3);
}
}
......@@ -106,14 +110,12 @@ class InstancingTest : public ANGLETest
void setupDrawArraysTest(const std::string &vs)
{
const std::string fs = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0, 0, 1.0);
}
);
const std::string fs =
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
"}\n";
mProgram = CompileProgram(vs, fs);
ASSERT_NE(0u, mProgram);
......@@ -137,26 +139,22 @@ class InstancingTest : public ANGLETest
mIndices.push_back(3);
// clang-format off
const std::string vs = SHADER_SOURCE
(
attribute vec3 a_position;
attribute vec3 a_instancePos;
void main()
{
gl_Position = vec4(a_position.xyz, 1.0);
gl_Position = vec4(a_instancePos.xyz, 1.0);
gl_PointSize = 6.0;
}
);
const std::string fs = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0, 0, 1.0);
}
);
const std::string vs =
"attribute vec3 a_position;\n"
"attribute vec3 a_instancePos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_position.xyz, 1.0);\n"
" gl_Position = vec4(a_instancePos.xyz, 1.0);\n"
" gl_PointSize = 6.0;\n"
"}\n";
const std::string fs =
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
"}\n";
// clang-format on
mProgram = CompileProgram(vs, fs);
......@@ -172,10 +170,11 @@ class InstancingTest : public ANGLETest
glUseProgram(mProgram);
}
void runDrawArraysTest(GLint first, GLsizei count, GLsizei instanceCount, float *offset)
void runDrawArraysTest(GLint first, GLsizei count, GLsizei instanceCount, const float *offset)
{
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0], GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0],
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Get the attribute locations
......@@ -197,7 +196,7 @@ class InstancingTest : public ANGLETest
// Offset
GLint uniformLoc = glGetUniformLocation(mProgram, "u_offset");
ASSERT_NE(uniformLoc, -1);
ASSERT_NE(-1, uniformLoc);
glUniform3fv(uniformLoc, 1, offset);
// Do the instanced draw
......@@ -208,17 +207,14 @@ class InstancingTest : public ANGLETest
virtual void runDrawElementsTest(std::string vs, bool shouldAttribZeroBeInstanced)
{
const std::string fs = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0, 0, 1.0);
}
);
const std::string fs =
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
"}\n";
GLuint program = CompileProgram(vs, fs);
ASSERT_NE(program, 0u);
ANGLE_GL_PROGRAM(program, vs, fs);
// Get the attribute locations
GLint positionLoc = glGetAttribLocation(program, "a_position");
......@@ -264,8 +260,10 @@ class InstancingTest : public ANGLETest
{
unsigned int baseOffset = quadIndex * 3;
int quadx = static_cast<int>(((mInstances[baseOffset + 0]) * 0.5f + 0.5f) * getWindowWidth());
int quady = static_cast<int>(((mInstances[baseOffset + 1]) * 0.5f + 0.5f) * getWindowHeight());
int quadx =
static_cast<int>(((mInstances[baseOffset + 0]) * 0.5f + 0.5f) * getWindowWidth());
int quady =
static_cast<int>(((mInstances[baseOffset + 1]) * 0.5f + 0.5f) * getWindowHeight());
EXPECT_PIXEL_EQ(quadx, quady, 255, 0, 0, 255);
}
......@@ -283,7 +281,7 @@ class InstancingTest : public ANGLETest
std::vector<GLfloat> mInstances;
std::vector<GLushort> mIndices;
const GLfloat quadRadius = 0.30f;
static constexpr GLfloat quadRadius = 0.30f;
GLuint mProgram;
GLuint mVertexBuffer;
......@@ -308,36 +306,33 @@ class InstancingTestPoints : public InstancingTest
};
// This test uses a vertex shader with the first attribute (attribute zero) instanced.
// On D3D9 and D3D11 FL9_3, this triggers a special codepath that rearranges the input layout sent to D3D,
// to ensure that slot/stream zero of the input layout doesn't contain per-instance data.
// On D3D9 and D3D11 FL9_3, this triggers a special codepath that rearranges the input layout sent
// to D3D, to ensure that slot/stream zero of the input layout doesn't contain per-instance data.
TEST_P(InstancingTestAllConfigs, AttributeZeroInstanced)
{
const std::string vs = SHADER_SOURCE
(
attribute vec3 a_instancePos;
attribute vec3 a_position;
void main()
{
gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);
}
);
const std::string vs =
"attribute vec3 a_instancePos;\n"
"attribute vec3 a_position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
"}\n";
runDrawElementsTest(vs, true);
}
// Same as AttributeZeroInstanced, but attribute zero is not instanced.
// This ensures the general instancing codepath (i.e. without rearranging the input layout) works as expected.
// This ensures the general instancing codepath (i.e. without rearranging the input layout) works as
// expected.
TEST_P(InstancingTestAllConfigs, AttributeZeroNotInstanced)
{
const std::string vs = SHADER_SOURCE
(
attribute vec3 a_position;
attribute vec3 a_instancePos;
void main()
{
gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);
}
);
const std::string vs =
"attribute vec3 a_position;\n"
"attribute vec3 a_instancePos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
"}\n";
runDrawElementsTest(vs, false);
}
......@@ -346,23 +341,21 @@ TEST_P(InstancingTestAllConfigs, AttributeZeroNotInstanced)
// the non-instanced vertex attributes.
TEST_P(InstancingTestNo9_3, DrawArraysWithOffset)
{
const std::string vs = SHADER_SOURCE
(
attribute vec3 a_position;
attribute vec3 a_instancePos;
uniform vec3 u_offset;
void main()
{
gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0);
}
);
const std::string vs =
"attribute vec3 a_position;\n"
"attribute vec3 a_instancePos;\n"
"uniform vec3 u_offset;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0);\n"
"}\n";
setupDrawArraysTest(vs);
float offset1[3] = { 0, 0, 0 };
constexpr float offset1[3] = {0, 0, 0};
runDrawArraysTest(0, 6, 2, offset1);
float offset2[3] = { 0.0f, 1.0f, 0 };
constexpr float offset2[3] = {0.0f, 1.0f, 0};
runDrawArraysTest(6, 6, 2, offset2);
checkQuads();
......@@ -389,7 +382,7 @@ TEST_P(InstancingTestPoints, DrawArrays)
GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
// Load the vertex position
GLfloat pos[3] = {0, 0, 0};
constexpr GLfloat pos[3] = {0, 0, 0};
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, pos);
glEnableVertexAttribArray(positionLoc);
......@@ -431,7 +424,7 @@ TEST_P(InstancingTestPoints, DrawElements)
GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
// Load the vertex position
Vector3 pos[] = {Vector3(0), Vector3(0), Vector3(0), Vector3(0)};
const Vector3 pos[] = {Vector3(0), Vector3(0), Vector3(0), Vector3(0)};
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, pos);
glEnableVertexAttribArray(positionLoc);
......@@ -453,8 +446,9 @@ TEST_P(InstancingTestPoints, DrawElements)
checkQuads();
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
// We test on D3D9 and D3D11 9_3 because they use special codepaths when attribute zero is instanced, unlike D3D11.
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against. We test on D3D9 and D3D11 9_3 because they use special codepaths
// when attribute zero is instanced, unlike D3D11.
ANGLE_INSTANTIATE_TEST(InstancingTestAllConfigs,
ES2_D3D9(),
ES2_D3D11(),
......
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