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 @@ ...@@ -5,6 +5,7 @@
// //
#include "test_utils/ANGLETest.h" #include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle; using namespace angle;
...@@ -35,32 +36,35 @@ class InstancingTest : public ANGLETest ...@@ -35,32 +36,35 @@ class InstancingTest : public ANGLETest
mDrawArraysInstancedANGLE = nullptr; mDrawArraysInstancedANGLE = nullptr;
mDrawElementsInstancedANGLE = 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")) if (strstr(extensionString, "GL_ANGLE_instanced_arrays"))
{ {
mVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE"); mVertexAttribDivisorANGLE =
mDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE"); (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawElementsInstancedANGLE"); mDrawArraysInstancedANGLE =
(PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress(
"glDrawElementsInstancedANGLE");
} }
ASSERT_TRUE(mVertexAttribDivisorANGLE != nullptr); ASSERT_NE(nullptr, mVertexAttribDivisorANGLE);
ASSERT_TRUE(mDrawArraysInstancedANGLE != nullptr); ASSERT_NE(nullptr, mDrawArraysInstancedANGLE);
ASSERT_TRUE(mDrawElementsInstancedANGLE != nullptr); ASSERT_NE(nullptr, mDrawElementsInstancedANGLE);
// Initialize the vertex and index vectors // Initialize the vertex and index vectors
GLfloat qvertex1[3] = {-quadRadius, quadRadius, 0.0f}; constexpr GLfloat qvertex1[3] = {-quadRadius, quadRadius, 0.0f};
GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f}; constexpr GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f};
GLfloat qvertex3[3] = { quadRadius, -quadRadius, 0.0f}; constexpr GLfloat qvertex3[3] = {quadRadius, -quadRadius, 0.0f};
GLfloat qvertex4[3] = { quadRadius, quadRadius, 0.0f}; constexpr GLfloat qvertex4[3] = {quadRadius, quadRadius, 0.0f};
mQuadVertices.insert(mQuadVertices.end(), qvertex1, qvertex1 + 3); mQuadVertices.insert(mQuadVertices.end(), qvertex1, qvertex1 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex2, qvertex2 + 3); mQuadVertices.insert(mQuadVertices.end(), qvertex2, qvertex2 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex3, qvertex3 + 3); mQuadVertices.insert(mQuadVertices.end(), qvertex3, qvertex3 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex4, qvertex4 + 3); mQuadVertices.insert(mQuadVertices.end(), qvertex4, qvertex4 + 3);
GLfloat coord1[2] = {0.0f, 0.0f}; constexpr GLfloat coord1[2] = {0.0f, 0.0f};
GLfloat coord2[2] = {0.0f, 1.0f}; constexpr GLfloat coord2[2] = {0.0f, 1.0f};
GLfloat coord3[2] = {1.0f, 1.0f}; constexpr GLfloat coord3[2] = {1.0f, 1.0f};
GLfloat coord4[2] = {1.0f, 0.0f}; constexpr GLfloat coord4[2] = {1.0f, 0.0f};
mTexcoords.insert(mTexcoords.end(), coord1, coord1 + 2); mTexcoords.insert(mTexcoords.end(), coord1, coord1 + 2);
mTexcoords.insert(mTexcoords.end(), coord2, coord2 + 2); mTexcoords.insert(mTexcoords.end(), coord2, coord2 + 2);
mTexcoords.insert(mTexcoords.end(), coord3, coord3 + 2); mTexcoords.insert(mTexcoords.end(), coord3, coord3 + 2);
...@@ -92,7 +96,7 @@ class InstancingTest : public ANGLETest ...@@ -92,7 +96,7 @@ class InstancingTest : public ANGLETest
{ {
for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3) 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); mInstances.insert(mInstances.end(), instance, instance + 3);
} }
} }
...@@ -106,14 +110,12 @@ class InstancingTest : public ANGLETest ...@@ -106,14 +110,12 @@ class InstancingTest : public ANGLETest
void setupDrawArraysTest(const std::string &vs) void setupDrawArraysTest(const std::string &vs)
{ {
const std::string fs = SHADER_SOURCE const std::string fs =
( "precision mediump float;\n"
precision mediump float; "void main()\n"
void main() "{\n"
{ " gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
gl_FragColor = vec4(1.0, 0, 0, 1.0); "}\n";
}
);
mProgram = CompileProgram(vs, fs); mProgram = CompileProgram(vs, fs);
ASSERT_NE(0u, mProgram); ASSERT_NE(0u, mProgram);
...@@ -137,26 +139,22 @@ class InstancingTest : public ANGLETest ...@@ -137,26 +139,22 @@ class InstancingTest : public ANGLETest
mIndices.push_back(3); mIndices.push_back(3);
// clang-format off // clang-format off
const std::string vs = SHADER_SOURCE const std::string vs =
( "attribute vec3 a_position;\n"
attribute vec3 a_position; "attribute vec3 a_instancePos;\n"
attribute vec3 a_instancePos; "void main()\n"
void main() "{\n"
{ " gl_Position = vec4(a_position.xyz, 1.0);\n"
gl_Position = vec4(a_position.xyz, 1.0); " gl_Position = vec4(a_instancePos.xyz, 1.0);\n"
gl_Position = vec4(a_instancePos.xyz, 1.0); " gl_PointSize = 6.0;\n"
gl_PointSize = 6.0; "}\n";
}
); const std::string fs =
"precision mediump float;\n"
const std::string fs = SHADER_SOURCE "void main()\n"
( "{\n"
precision mediump float; " gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
void main() "}\n";
{
gl_FragColor = vec4(1.0, 0, 0, 1.0);
}
);
// clang-format on // clang-format on
mProgram = CompileProgram(vs, fs); mProgram = CompileProgram(vs, fs);
...@@ -172,10 +170,11 @@ class InstancingTest : public ANGLETest ...@@ -172,10 +170,11 @@ class InstancingTest : public ANGLETest
glUseProgram(mProgram); 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); 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); glBindBuffer(GL_ARRAY_BUFFER, 0);
// Get the attribute locations // Get the attribute locations
...@@ -197,7 +196,7 @@ class InstancingTest : public ANGLETest ...@@ -197,7 +196,7 @@ class InstancingTest : public ANGLETest
// Offset // Offset
GLint uniformLoc = glGetUniformLocation(mProgram, "u_offset"); GLint uniformLoc = glGetUniformLocation(mProgram, "u_offset");
ASSERT_NE(uniformLoc, -1); ASSERT_NE(-1, uniformLoc);
glUniform3fv(uniformLoc, 1, offset); glUniform3fv(uniformLoc, 1, offset);
// Do the instanced draw // Do the instanced draw
...@@ -208,17 +207,14 @@ class InstancingTest : public ANGLETest ...@@ -208,17 +207,14 @@ class InstancingTest : public ANGLETest
virtual void runDrawElementsTest(std::string vs, bool shouldAttribZeroBeInstanced) virtual void runDrawElementsTest(std::string vs, bool shouldAttribZeroBeInstanced)
{ {
const std::string fs = SHADER_SOURCE const std::string fs =
( "precision mediump float;\n"
precision mediump float; "void main()\n"
void main() "{\n"
{ " gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
gl_FragColor = vec4(1.0, 0, 0, 1.0); "}\n";
}
);
GLuint program = CompileProgram(vs, fs); ANGLE_GL_PROGRAM(program, vs, fs);
ASSERT_NE(program, 0u);
// Get the attribute locations // Get the attribute locations
GLint positionLoc = glGetAttribLocation(program, "a_position"); GLint positionLoc = glGetAttribLocation(program, "a_position");
...@@ -264,8 +260,10 @@ class InstancingTest : public ANGLETest ...@@ -264,8 +260,10 @@ class InstancingTest : public ANGLETest
{ {
unsigned int baseOffset = quadIndex * 3; unsigned int baseOffset = quadIndex * 3;
int quadx = static_cast<int>(((mInstances[baseOffset + 0]) * 0.5f + 0.5f) * getWindowWidth()); int quadx =
int quady = static_cast<int>(((mInstances[baseOffset + 1]) * 0.5f + 0.5f) * getWindowHeight()); 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); EXPECT_PIXEL_EQ(quadx, quady, 255, 0, 0, 255);
} }
...@@ -283,7 +281,7 @@ class InstancingTest : public ANGLETest ...@@ -283,7 +281,7 @@ class InstancingTest : public ANGLETest
std::vector<GLfloat> mInstances; std::vector<GLfloat> mInstances;
std::vector<GLushort> mIndices; std::vector<GLushort> mIndices;
const GLfloat quadRadius = 0.30f; static constexpr GLfloat quadRadius = 0.30f;
GLuint mProgram; GLuint mProgram;
GLuint mVertexBuffer; GLuint mVertexBuffer;
...@@ -308,36 +306,33 @@ class InstancingTestPoints : public InstancingTest ...@@ -308,36 +306,33 @@ class InstancingTestPoints : public InstancingTest
}; };
// This test uses a vertex shader with the first attribute (attribute zero) instanced. // 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, // On D3D9 and D3D11 FL9_3, this triggers a special codepath that rearranges the input layout sent
// to ensure that slot/stream zero of the input layout doesn't contain per-instance data. // to D3D, to ensure that slot/stream zero of the input layout doesn't contain per-instance data.
TEST_P(InstancingTestAllConfigs, AttributeZeroInstanced) TEST_P(InstancingTestAllConfigs, AttributeZeroInstanced)
{ {
const std::string vs = SHADER_SOURCE const std::string vs =
( "attribute vec3 a_instancePos;\n"
attribute vec3 a_instancePos; "attribute vec3 a_position;\n"
attribute vec3 a_position; "void main()\n"
void main() "{\n"
{ " gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0); "}\n";
}
);
runDrawElementsTest(vs, true); runDrawElementsTest(vs, true);
} }
// Same as AttributeZeroInstanced, but attribute zero is not instanced. // 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) TEST_P(InstancingTestAllConfigs, AttributeZeroNotInstanced)
{ {
const std::string vs = SHADER_SOURCE const std::string vs =
( "attribute vec3 a_position;\n"
attribute vec3 a_position; "attribute vec3 a_instancePos;\n"
attribute vec3 a_instancePos; "void main()\n"
void main() "{\n"
{ " gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0); "}\n";
}
);
runDrawElementsTest(vs, false); runDrawElementsTest(vs, false);
} }
...@@ -346,23 +341,21 @@ TEST_P(InstancingTestAllConfigs, AttributeZeroNotInstanced) ...@@ -346,23 +341,21 @@ TEST_P(InstancingTestAllConfigs, AttributeZeroNotInstanced)
// the non-instanced vertex attributes. // the non-instanced vertex attributes.
TEST_P(InstancingTestNo9_3, DrawArraysWithOffset) TEST_P(InstancingTestNo9_3, DrawArraysWithOffset)
{ {
const std::string vs = SHADER_SOURCE const std::string vs =
( "attribute vec3 a_position;\n"
attribute vec3 a_position; "attribute vec3 a_instancePos;\n"
attribute vec3 a_instancePos; "uniform vec3 u_offset;\n"
uniform vec3 u_offset; "void main()\n"
void main() "{\n"
{ " gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0);\n"
gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0); "}\n";
}
);
setupDrawArraysTest(vs); setupDrawArraysTest(vs);
float offset1[3] = { 0, 0, 0 }; constexpr float offset1[3] = {0, 0, 0};
runDrawArraysTest(0, 6, 2, offset1); 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); runDrawArraysTest(6, 6, 2, offset2);
checkQuads(); checkQuads();
...@@ -389,7 +382,7 @@ TEST_P(InstancingTestPoints, DrawArrays) ...@@ -389,7 +382,7 @@ TEST_P(InstancingTestPoints, DrawArrays)
GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos"); GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
// Load the vertex position // 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); glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, pos);
glEnableVertexAttribArray(positionLoc); glEnableVertexAttribArray(positionLoc);
...@@ -431,7 +424,7 @@ TEST_P(InstancingTestPoints, DrawElements) ...@@ -431,7 +424,7 @@ TEST_P(InstancingTestPoints, DrawElements)
GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos"); GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
// Load the vertex position // 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); glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, pos);
glEnableVertexAttribArray(positionLoc); glEnableVertexAttribArray(positionLoc);
...@@ -453,8 +446,9 @@ TEST_P(InstancingTestPoints, DrawElements) ...@@ -453,8 +446,9 @@ TEST_P(InstancingTestPoints, DrawElements)
checkQuads(); checkQuads();
} }
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. // Use this to select which configurations (e.g. which renderer, which GLES major version) these
// We test on D3D9 and D3D11 9_3 because they use special codepaths when attribute zero is instanced, unlike D3D11. // 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, ANGLE_INSTANTIATE_TEST(InstancingTestAllConfigs,
ES2_D3D9(), ES2_D3D9(),
ES2_D3D11(), ES2_D3D11(),
......
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