// // Copyright 2015 The ANGLE Project 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 "test_utils/ANGLETest.h" #include "test_utils/gl_raii.h" #include "util/random_utils.h" using namespace angle; namespace { class UniformBufferTest : public ANGLETest { protected: UniformBufferTest() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } void testSetUp() override { mkFS = R"(#version 300 es precision highp float; uniform uni { vec4 color; }; out vec4 fragColor; void main() { fragColor = color; })"; mProgram = CompileProgram(essl3_shaders::vs::Simple(), mkFS); ASSERT_NE(mProgram, 0u); mUniformBufferIndex = glGetUniformBlockIndex(mProgram, "uni"); ASSERT_NE(mUniformBufferIndex, -1); glGenBuffers(1, &mUniformBuffer); ASSERT_GL_NO_ERROR(); } void testTearDown() override { glDeleteBuffers(1, &mUniformBuffer); glDeleteProgram(mProgram); } const char *mkFS; GLuint mProgram; GLint mUniformBufferIndex; GLuint mUniformBuffer; }; // Basic UBO functionality. TEST_P(UniformBufferTest, Simple) { glClear(GL_COLOR_BUFFER_BIT); float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f}; glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(float) * 4, floatData, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1); } // Test that using a UBO with a non-zero offset and size actually works. // The first step of this test renders a color from a UBO with a zero offset. // The second step renders a color from a UBO with a non-zero offset. TEST_P(UniformBufferTest, UniformBufferRange) { int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; // Query the uniform buffer alignment requirement GLint alignment; glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment); GLint64 maxUniformBlockSize; glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); if (alignment >= maxUniformBlockSize) { // ANGLE doesn't implement UBO offsets for this platform. // Ignore the test case. return; } ASSERT_GL_NO_ERROR(); // Let's create a buffer which contains two vec4. GLuint vec4Size = 4 * sizeof(float); GLuint stride = 0; do { stride += alignment; } while (stride < vec4Size); std::vector v(2 * stride); float *first = reinterpret_cast(v.data()); float *second = reinterpret_cast(v.data() + stride); first[0] = 10.f / 255.f; first[1] = 20.f / 255.f; first[2] = 30.f / 255.f; first[3] = 40.f / 255.f; second[0] = 110.f / 255.f; second[1] = 120.f / 255.f; second[2] = 130.f / 255.f; second[3] = 140.f / 255.f; glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); // We use on purpose a size which is not a multiple of the alignment. glBufferData(GL_UNIFORM_BUFFER, stride + vec4Size, v.data(), GL_STATIC_DRAW); glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); EXPECT_GL_NO_ERROR(); // Bind the first part of the uniform buffer and draw // Use a size which is smaller than the alignment to check // to check that this case is handle correctly in the conversion to 11.1. glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, 0, vec4Size); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); // Bind the second part of the uniform buffer and draw // Furthermore the D3D11.1 backend will internally round the vec4Size (16 bytes) to a stride // (256 bytes) hence it will try to map the range [stride, 2 * stride] which is out-of-bound of // the buffer bufferSize = stride + vec4Size < 2 * stride. Ensure that this behaviour works. glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, stride, vec4Size); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, 110, 120, 130, 140); } // Test uniform block bindings. TEST_P(UniformBufferTest, UniformBufferBindings) { int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; ASSERT_GL_NO_ERROR(); // Let's create a buffer which contains one vec4. GLuint vec4Size = 4 * sizeof(float); std::vector v(vec4Size); float *first = reinterpret_cast(v.data()); first[0] = 10.f / 255.f; first[1] = 20.f / 255.f; first[2] = 30.f / 255.f; first[3] = 40.f / 255.f; glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW); EXPECT_GL_NO_ERROR(); // Try to bind the buffer to binding point 2 glUniformBlockBinding(mProgram, mUniformBufferIndex, 2); glBindBufferBase(GL_UNIFORM_BUFFER, 2, mUniformBuffer); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); // Clear the framebuffer glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_EQ(px, py, 0, 0, 0, 0); // Try to bind the buffer to another binding point glUniformBlockBinding(mProgram, mUniformBufferIndex, 5); glBindBufferBase(GL_UNIFORM_BUFFER, 5, mUniformBuffer); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); } // Test that ANGLE handles used but unbound UBO. Assumes we are running on ANGLE and produce // optional but not mandatory errors. TEST_P(UniformBufferTest, ANGLEUnboundUniformBuffer) { glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0); EXPECT_GL_NO_ERROR(); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } // Update a UBO many time and verify that ANGLE uses the latest version of the data. // https://code.google.com/p/angleproject/issues/detail?id=965 TEST_P(UniformBufferTest, UniformBufferManyUpdates) { // TODO(jmadill): Figure out why this fails on OSX Intel OpenGL. ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX() && IsOpenGL()); int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; ASSERT_GL_NO_ERROR(); float data[4]; glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(data), nullptr, GL_DYNAMIC_DRAW); glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); EXPECT_GL_NO_ERROR(); // Repeteadly update the data and draw for (size_t i = 0; i < 10; ++i) { data[0] = (i + 10.f) / 255.f; data[1] = (i + 20.f) / 255.f; data[2] = (i + 30.f) / 255.f; data[3] = (i + 40.f) / 255.f; glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(data), data); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, i + 10, i + 20, i + 30, i + 40); } } // Use a large number of buffer ranges (compared to the actual size of the UBO) TEST_P(UniformBufferTest, ManyUniformBufferRange) { int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; // Query the uniform buffer alignment requirement GLint alignment; glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment); GLint64 maxUniformBlockSize; glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); if (alignment >= maxUniformBlockSize) { // ANGLE doesn't implement UBO offsets for this platform. // Ignore the test case. return; } ASSERT_GL_NO_ERROR(); // Let's create a buffer which contains eight vec4. GLuint vec4Size = 4 * sizeof(float); GLuint stride = 0; do { stride += alignment; } while (stride < vec4Size); std::vector v(8 * stride); for (size_t i = 0; i < 8; ++i) { float *data = reinterpret_cast(v.data() + i * stride); data[0] = (i + 10.f) / 255.f; data[1] = (i + 20.f) / 255.f; data[2] = (i + 30.f) / 255.f; data[3] = (i + 40.f) / 255.f; } glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, v.size(), v.data(), GL_STATIC_DRAW); glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); EXPECT_GL_NO_ERROR(); // Bind each possible offset for (size_t i = 0; i < 8; ++i) { glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, stride); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i); } // Try to bind larger range for (size_t i = 0; i < 7; ++i) { glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, 2 * stride); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i); } // Try to bind even larger range for (size_t i = 0; i < 5; ++i) { glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, 4 * stride); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i); } } // Tests that active uniforms have the right names. TEST_P(UniformBufferTest, ActiveUniformNames) { constexpr char kVS[] = "#version 300 es\n" "in vec2 position;\n" "out vec2 v;\n" "uniform blockName1 {\n" " float f1;\n" "} instanceName1;\n" "uniform blockName2 {\n" " float f2;\n" "} instanceName2[1];\n" "void main() {\n" " v = vec2(instanceName1.f1, instanceName2[0].f2);\n" " gl_Position = vec4(position, 0, 1);\n" "}"; constexpr char kFS[] = "#version 300 es\n" "precision highp float;\n" "in vec2 v;\n" "out vec4 color;\n" "void main() {\n" " color = vec4(v, 0, 1);\n" "}"; ANGLE_GL_PROGRAM(program, kVS, kFS); GLint activeUniformBlocks; glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks); ASSERT_EQ(2, activeUniformBlocks); GLuint index = glGetUniformBlockIndex(program, "blockName1"); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); index = glGetUniformBlockIndex(program, "blockName2[0]"); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); GLint activeUniforms; glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniforms); ASSERT_EQ(2, activeUniforms); GLint size; GLenum type; GLint maxLength; GLsizei length; glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength); std::vector strUniformNameBuffer(maxLength + 1, 0); const GLchar *uniformNames[1]; uniformNames[0] = "blockName1.f1"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program, index, maxLength, &length, &size, &type, &strUniformNameBuffer[0]); EXPECT_EQ(1, size); EXPECT_GLENUM_EQ(GL_FLOAT, type); EXPECT_EQ("blockName1.f1", std::string(&strUniformNameBuffer[0])); uniformNames[0] = "blockName2.f2"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program, index, maxLength, &length, &size, &type, &strUniformNameBuffer[0]); EXPECT_EQ(1, size); EXPECT_GLENUM_EQ(GL_FLOAT, type); EXPECT_EQ("blockName2.f2", std::string(&strUniformNameBuffer[0])); } // Tests active uniforms and blocks when the layout is std140, shared and packed. TEST_P(UniformBufferTest, ActiveUniformNumberAndName) { constexpr char kVS[] = "#version 300 es\n" "in vec2 position;\n" "out float v;\n" "struct S {\n" " highp ivec3 a;\n" " mediump ivec2 b[4];\n" "};\n" "layout(std140) uniform blockName0 {\n" " S s0;\n" " lowp vec2 v0;\n" " S s1[2];\n" " highp uint u0;\n" "};\n" "layout(std140) uniform blockName1 {\n" " float f1;\n" " bool b1;\n" "} instanceName1;\n" "layout(shared) uniform blockName2 {\n" " float f2;\n" "};\n" "layout(packed) uniform blockName3 {\n" " float f3;\n" "};\n" "void main() {\n" " v = instanceName1.f1;\n" " gl_Position = vec4(position, 0, 1);\n" "}"; constexpr char kFS[] = "#version 300 es\n" "precision highp float;\n" "in float v;\n" "out vec4 color;\n" "void main() {\n" " color = vec4(v, 0, 0, 1);\n" "}"; ANGLE_GL_PROGRAM(program, kVS, kFS); // Note that the packed |blockName3| might (or might not) be optimized out. GLint activeUniforms; glGetProgramiv(program.get(), GL_ACTIVE_UNIFORMS, &activeUniforms); EXPECT_GE(activeUniforms, 11); GLint activeUniformBlocks; glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks); EXPECT_GE(activeUniformBlocks, 3); GLint maxLength, size; GLenum type; GLsizei length; GLuint index; const GLchar *uniformNames[1]; glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength); std::vector strBuffer(maxLength + 1, 0); uniformNames[0] = "s0.a"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); EXPECT_EQ(1, size); EXPECT_EQ("s0.a", std::string(&strBuffer[0])); uniformNames[0] = "s0.b[0]"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(4, size); EXPECT_EQ("s0.b[0]", std::string(&strBuffer[0])); uniformNames[0] = "v0"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(1, size); EXPECT_EQ("v0", std::string(&strBuffer[0])); uniformNames[0] = "s1[0].a"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(1, size); EXPECT_EQ("s1[0].a", std::string(&strBuffer[0])); uniformNames[0] = "s1[0].b[0]"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(4, size); EXPECT_EQ("s1[0].b[0]", std::string(&strBuffer[0])); uniformNames[0] = "s1[1].a"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(1, size); EXPECT_EQ("s1[1].a", std::string(&strBuffer[0])); uniformNames[0] = "s1[1].b[0]"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(4, size); EXPECT_EQ("s1[1].b[0]", std::string(&strBuffer[0])); uniformNames[0] = "u0"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(1, size); EXPECT_EQ("u0", std::string(&strBuffer[0])); uniformNames[0] = "blockName1.f1"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(1, size); EXPECT_EQ("blockName1.f1", std::string(&strBuffer[0])); uniformNames[0] = "blockName1.b1"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(1, size); EXPECT_EQ("blockName1.b1", std::string(&strBuffer[0])); uniformNames[0] = "f2"; glGetUniformIndices(program, 1, uniformNames, &index); EXPECT_NE(GL_INVALID_INDEX, index); ASSERT_GL_NO_ERROR(); glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]); ASSERT_GL_NO_ERROR(); EXPECT_EQ(1, size); EXPECT_EQ("f2", std::string(&strBuffer[0])); } // Test that using a very large buffer to back a small uniform block works OK. TEST_P(UniformBufferTest, VeryLarge) { glClear(GL_COLOR_BUFFER_BIT); float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f}; GLsizei bigSize = 4096 * 64; std::vector zero(bigSize, 0); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, bigSize, zero.data(), GL_STATIC_DRAW); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4, floatData); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1); } // Test that readback from a very large uniform buffer works OK. TEST_P(UniformBufferTest, VeryLargeReadback) { glClear(GL_COLOR_BUFFER_BIT); // Generate some random data. GLsizei bigSize = 4096 * 64; std::vector expectedData(bigSize); for (GLsizei index = 0; index < bigSize; ++index) { expectedData[index] = static_cast(index); } // Initialize the GL buffer. glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, bigSize, expectedData.data(), GL_STATIC_DRAW); // Do a small update. GLsizei smallSize = sizeof(float) * 4; std::array floatData = {{0.5f, 0.75f, 0.25f, 1.0f}}; memcpy(expectedData.data(), floatData.data(), smallSize); glBufferSubData(GL_UNIFORM_BUFFER, 0, smallSize, expectedData.data()); // Draw with the buffer. glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(mProgram, mUniformBufferIndex, 0); drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1); // Read back the large buffer data. const void *mapPtr = glMapBufferRange(GL_UNIFORM_BUFFER, 0, bigSize, GL_MAP_READ_BIT); ASSERT_GL_NO_ERROR(); const GLubyte *bytePtr = reinterpret_cast(mapPtr); std::vector actualData(bytePtr, bytePtr + bigSize); EXPECT_EQ(expectedData, actualData); glUnmapBuffer(GL_UNIFORM_BUFFER); } class UniformBufferTest31 : public ANGLETest { protected: UniformBufferTest31() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } }; // Test uniform block bindings greater than GL_MAX_UNIFORM_BUFFER_BINDINGS cause compile error. TEST_P(UniformBufferTest31, MaxUniformBufferBindingsExceeded) { GLint maxUniformBufferBindings; glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings); std::string source = "#version 310 es\n" "in vec4 position;\n" "layout(binding = "; std::stringstream ss; ss << maxUniformBufferBindings; source = source + ss.str() + ") uniform uni {\n" " vec4 color;\n" "};\n" "void main()\n" "{\n" " gl_Position = position;\n" "}"; GLuint shader = CompileShader(GL_VERTEX_SHADER, source.c_str()); EXPECT_EQ(0u, shader); } // Test uniform block bindings specified by layout in shader work properly. TEST_P(UniformBufferTest31, UniformBufferBindings) { constexpr char kVS[] = "#version 310 es\n" "in vec4 position;\n" "void main()\n" "{\n" " gl_Position = position;\n" "}"; constexpr char kFS[] = "#version 310 es\n" "precision highp float;\n" "layout(binding = 2) uniform uni {\n" " vec4 color;\n" "};\n" "out vec4 fragColor;\n" "void main()\n" "{" " fragColor = color;\n" "}"; ANGLE_GL_PROGRAM(program, kVS, kFS); GLuint uniformBufferIndex = glGetUniformBlockIndex(program, "uni"); ASSERT_NE(GL_INVALID_INDEX, uniformBufferIndex); GLBuffer uniformBuffer; int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; ASSERT_GL_NO_ERROR(); // Let's create a buffer which contains one vec4. GLuint vec4Size = 4 * sizeof(float); std::vector v(vec4Size); float *first = reinterpret_cast(v.data()); first[0] = 10.f / 255.f; first[1] = 20.f / 255.f; first[2] = 30.f / 255.f; first[3] = 40.f / 255.f; glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer.get()); glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW); EXPECT_GL_NO_ERROR(); glBindBufferBase(GL_UNIFORM_BUFFER, 2, uniformBuffer.get()); drawQuad(program, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); // Clear the framebuffer glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_EQ(px, py, 0, 0, 0, 0); // Try to bind the buffer to another binding point glUniformBlockBinding(program, uniformBufferIndex, 5); glBindBufferBase(GL_UNIFORM_BUFFER, 5, uniformBuffer.get()); drawQuad(program, "position", 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40); } // Test uniform blocks used as instanced array take next binding point for each subsequent element. TEST_P(UniformBufferTest31, ConsecutiveBindingsForBlockArray) { constexpr char kFS[] = "#version 310 es\n" "precision highp float;\n" "layout(binding = 2) uniform uni {\n" " vec4 color;\n" "} blocks[2];\n" "out vec4 fragColor;\n" "void main()\n" "{\n" " fragColor = blocks[0].color + blocks[1].color;\n" "}"; ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); std::array uniformBuffers; int px = getWindowWidth() / 2; int py = getWindowHeight() / 2; ASSERT_GL_NO_ERROR(); // Let's create a buffer which contains one vec4. GLuint vec4Size = 4 * sizeof(float); std::vector v(vec4Size); float *first = reinterpret_cast(v.data()); first[0] = 10.f / 255.f; first[1] = 20.f / 255.f; first[2] = 30.f / 255.f; first[3] = 40.f / 255.f; glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffers[0].get()); glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW); EXPECT_GL_NO_ERROR(); glBindBufferBase(GL_UNIFORM_BUFFER, 2, uniformBuffers[0].get()); ASSERT_GL_NO_ERROR(); glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffers[1].get()); glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW); EXPECT_GL_NO_ERROR(); glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniformBuffers[1].get()); drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(px, py, 20, 40, 60, 80); } // Test the layout qualifier binding must be both specified(ESSL 3.10.4 section 9.2). TEST_P(UniformBufferTest31, BindingMustBeBothSpecified) { constexpr char kVS[] = "#version 310 es\n" "in vec4 position;\n" "uniform uni\n" "{\n" " vec4 color;\n" "} block;\n" "void main()\n" "{\n" " gl_Position = position + block.color;\n" "}"; constexpr char kFS[] = "#version 310 es\n" "precision highp float;\n" "layout(binding = 0) uniform uni\n" "{\n" " vec4 color;\n" "} block;\n" "out vec4 fragColor;\n" "void main()\n" "{\n" " fragColor = block.color;\n" "}"; GLuint program = CompileProgram(kVS, kFS); ASSERT_EQ(0u, program); } // Test with a block containing an array of structs. TEST_P(UniformBufferTest, BlockContainingArrayOfStructs) { constexpr char kFS[] = "#version 300 es\n" "precision highp float;\n" "out vec4 my_FragColor;\n" "struct light_t {\n" " vec4 intensity;\n" "};\n" "const int maxLights = 2;\n" "layout(std140) uniform lightData { light_t lights[maxLights]; };\n" "vec4 processLight(vec4 lighting, light_t light)\n" "{\n" " return lighting + light.intensity;\n" "}\n" "void main()\n" "{\n" " vec4 lighting = vec4(0, 0, 0, 1);\n" " for (int n = 0; n < maxLights; n++)\n" " {\n" " lighting = processLight(lighting, lights[n]);\n" " }\n" " my_FragColor = lighting;\n" "}\n"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kStructCount = 2; const GLsizei kVectorElementCount = 4; const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kStructCount * kVectorElementCount * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); vAsFloat[1] = 0.5f; vAsFloat[kVectorElementCount + 1] = 0.5f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Test with a block instance array containing an array of structs. TEST_P(UniformBufferTest, BlockArrayContainingArrayOfStructs) { constexpr char kFS[] = R"(#version 300 es precision highp float; out vec4 my_FragColor; struct light_t { vec4 intensity; }; layout(std140) uniform lightData { light_t lights[2]; } buffers[2]; vec4 processLight(vec4 lighting, light_t light) { return lighting + light.intensity; } void main() { vec4 lighting = vec4(0, 0, 0, 1); lighting = processLight(lighting, buffers[0].lights[0]); lighting = processLight(lighting, buffers[1].lights[1]); my_FragColor = lighting; })"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData[0]"); GLint uniformBuffer2Index = glGetUniformBlockIndex(program, "lightData[1]"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kStructCount = 2; const GLsizei kVectorElementCount = 4; const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kStructCount * kVectorElementCount * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); // In the first struct/vector of the first block vAsFloat[1] = 0.5f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); GLBuffer uniformBuffer2; glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer2); vAsFloat[1] = 0.0f; // In the second struct/vector of the second block vAsFloat[kVectorElementCount + 1] = 0.5f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glBindBufferBase(GL_UNIFORM_BUFFER, 1, uniformBuffer2); glUniformBlockBinding(program, uniformBufferIndex, 0); glUniformBlockBinding(program, uniformBuffer2Index, 1); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Test with a block containing an array of structs containing arrays. TEST_P(UniformBufferTest, BlockContainingArrayOfStructsContainingArrays) { constexpr char kFS[] = R"(#version 300 es precision highp float; out vec4 my_FragColor; struct light_t { vec4 intensity[3]; }; const int maxLights = 2; layout(std140) uniform lightData { light_t lights[maxLights]; }; vec4 processLight(vec4 lighting, light_t light) { return lighting + light.intensity[1]; } void main() { vec4 lighting = vec4(0, 0, 0, 1); lighting = processLight(lighting, lights[0]); lighting = processLight(lighting, lights[1]); my_FragColor = lighting; })"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kStructCount = 2; const GLsizei kVectorsPerStruct = 3; const GLsizei kElementsPerVector = 4; const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kStructCount * kVectorsPerStruct * kElementsPerVector * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); vAsFloat[kElementsPerVector + 1] = 0.5f; vAsFloat[kVectorsPerStruct * kElementsPerVector + kElementsPerVector + 1] = 0.5f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Test with a block containing nested structs. TEST_P(UniformBufferTest, BlockContainingNestedStructs) { constexpr char kFS[] = "#version 300 es\n" "precision highp float;\n" "out vec4 my_FragColor;\n" "struct light_t {\n" " vec4 intensity;\n" "};\n" "struct lightWrapper_t {\n" " light_t light;\n" "};\n" "const int maxLights = 2;\n" "layout(std140) uniform lightData { lightWrapper_t lightWrapper; };\n" "vec4 processLight(vec4 lighting, lightWrapper_t aLightWrapper)\n" "{\n" " return lighting + aLightWrapper.light.intensity;\n" "}\n" "void main()\n" "{\n" " vec4 lighting = vec4(0, 0, 0, 1);\n" " for (int n = 0; n < maxLights; n++)\n" " {\n" " lighting = processLight(lighting, lightWrapper);\n" " }\n" " my_FragColor = lighting;\n" "}\n"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kVectorsPerStruct = 3; const GLsizei kElementsPerVector = 4; const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kVectorsPerStruct * kElementsPerVector * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); vAsFloat[1] = 1.0f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Tests GetUniformBlockIndex return value on error. TEST_P(UniformBufferTest, GetUniformBlockIndexDefaultReturn) { ASSERT_FALSE(glIsProgram(99)); EXPECT_EQ(GL_INVALID_INDEX, glGetUniformBlockIndex(99, "farts")); EXPECT_GL_ERROR(GL_INVALID_VALUE); } // Block names can be reserved names in GLSL, as long as they're not reserved in GLSL ES. TEST_P(UniformBufferTest, UniformBlockReservedOpenGLName) { constexpr char kFS[] = "#version 300 es\n" "precision highp float;\n" "out vec4 my_FragColor;\n" "layout(std140) uniform buffer { vec4 color; };\n" "void main()\n" "{\n" " my_FragColor = color;\n" "}\n"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "buffer"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kElementsPerVector = 4; const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kElementsPerVector * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); vAsFloat[1] = 1.0f; vAsFloat[3] = 1.0f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Block instance names can be reserved names in GLSL, as long as they're not reserved in GLSL ES. TEST_P(UniformBufferTest, UniformBlockInstanceReservedOpenGLName) { constexpr char kFS[] = "#version 300 es\n" "precision highp float;\n" "out vec4 my_FragColor;\n" "layout(std140) uniform dmat2 { vec4 color; } buffer;\n" "void main()\n" "{\n" " my_FragColor = buffer.color;\n" "}\n"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "dmat2"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kElementsPerVector = 4; const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kElementsPerVector * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); vAsFloat[1] = 1.0f; vAsFloat[3] = 1.0f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Test that uniform block instance with nested structs that contain vec3s inside is handled // correctly. This is meant to test that HLSL structure padding to implement std140 layout works // together with uniform blocks. TEST_P(UniformBufferTest, Std140UniformBlockInstanceWithNestedStructsContainingVec3s) { // Got incorrect test result on non-NVIDIA Android - the alpha channel was not set correctly // from the second vector, possibly the platform doesn't implement std140 packing right? // http://anglebug.com/2217 ANGLE_SKIP_TEST_IF(IsAndroid() && !IsNVIDIA()); constexpr char kFS[] = R"(#version 300 es precision highp float; out vec4 my_FragColor; struct Sinner { vec3 v; }; struct S { Sinner s1; Sinner s2; }; layout(std140) uniform structBuffer { S s; } buffer; void accessStruct(S s) { my_FragColor = vec4(s.s1.v.xy, s.s2.v.xy); } void main() { accessStruct(buffer.s); })"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "structBuffer"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kVectorsPerBlock = 2; const GLsizei kElementsPerPaddedVector = 4; const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kVectorsPerBlock * kElementsPerPaddedVector * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); // Set second value in each vec3. vAsFloat[1u] = 1.0f; vAsFloat[4u + 1u] = 1.0f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Tests the detaching shaders from the program and using uniform blocks works. // This covers a bug in ANGLE's D3D back-end. TEST_P(UniformBufferTest, DetachShaders) { GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, essl3_shaders::vs::Simple()); ASSERT_NE(0u, vertexShader); GLuint kFS = CompileShader(GL_FRAGMENT_SHADER, mkFS); ASSERT_NE(0u, kFS); GLuint program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, kFS); ASSERT_TRUE(LinkAttachedProgram(program)); glDetachShader(program, vertexShader); glDetachShader(program, kFS); glDeleteShader(vertexShader); glDeleteShader(kFS); glClear(GL_COLOR_BUFFER_BIT); float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f}; glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(float) * 4, floatData, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); GLint uniformBufferIndex = glGetUniformBlockIndex(mProgram, "uni"); ASSERT_NE(uniformBufferIndex, -1); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1); glDeleteProgram(program); } // Test a uniform block where the whole block is set as row-major. TEST_P(UniformBufferTest, Std140UniformBlockWithRowMajorQualifier) { // AMD OpenGL driver doesn't seem to apply the row-major qualifier right. // http://anglebug.com/2273 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && !IsOSX()); constexpr char kFS[] = R"(#version 300 es precision highp float; out vec4 my_FragColor; layout(std140, row_major) uniform matrixBuffer { mat2 m; } buffer; void main() { // Vector constructor accesses elements in column-major order. my_FragColor = vec4(buffer.m); })"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "matrixBuffer"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kElementsPerMatrix = 8; // Each mat2 row gets padded into a vec4. const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kElementsPerMatrix * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); vAsFloat[0u] = 1.0f; vAsFloat[1u] = 128.0f / 255.0f; vAsFloat[4u] = 64.0f / 255.0f; vAsFloat[5u] = 32.0f / 255.0f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 64, 128, 32), 5); } // Test a uniform block where an individual matrix field is set as row-major whereas the whole block // is set as column-major. TEST_P(UniformBufferTest, Std140UniformBlockWithPerMemberRowMajorQualifier) { // AMD OpenGL driver doesn't seem to apply the row-major qualifier right. // http://anglebug.com/2273 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && !IsOSX()); constexpr char kFS[] = R"(#version 300 es precision highp float; out vec4 my_FragColor; layout(std140, column_major) uniform matrixBuffer { layout(row_major) mat2 m; } buffer; void main() { // Vector constructor accesses elements in column-major order. my_FragColor = vec4(buffer.m); })"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "matrixBuffer"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kElementsPerMatrix = 8; // Each mat2 row gets padded into a vec4. const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kElementsPerMatrix * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); vAsFloat[0u] = 1.0f; vAsFloat[1u] = 128.0f / 255.0f; vAsFloat[4u] = 64.0f / 255.0f; vAsFloat[5u] = 32.0f / 255.0f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 64, 128, 32), 5); } // Test a uniform block where an individual matrix field is set as column-major whereas the whole // block is set as row-major. TEST_P(UniformBufferTest, Std140UniformBlockWithPerMemberColumnMajorQualifier) { constexpr char kFS[] = R"(#version 300 es precision highp float; out vec4 my_FragColor; layout(std140, row_major) uniform matrixBuffer { // 2 columns, 3 rows. layout(column_major) mat2x3 m; } buffer; void main() { // Vector constructor accesses elements in column-major order. my_FragColor = vec4(buffer.m); })"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "matrixBuffer"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kElementsPerMatrix = 8; // Each mat2x3 column gets padded into a vec4. const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kElementsPerMatrix * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); vAsFloat[0u] = 1.0f; vAsFloat[1u] = 192.0f / 255.0f; vAsFloat[2u] = 128.0f / 255.0f; vAsFloat[4u] = 96.0f / 255.0f; vAsFloat[5u] = 64.0f / 255.0f; vAsFloat[6u] = 32.0f / 255.0f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 192, 128, 96), 5); } // Test a uniform block where a struct field is set as row-major. TEST_P(UniformBufferTest, Std140UniformBlockWithRowMajorQualifierOnStruct) { // AMD OpenGL driver doesn't seem to apply the row-major qualifier right. // http://anglebug.com/2273 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && !IsOSX()); constexpr char kFS[] = R"(#version 300 es precision highp float; out vec4 my_FragColor; struct S { mat2 m; }; layout(std140) uniform matrixBuffer { layout(row_major) S s; } buffer; void main() { // Vector constructor accesses elements in column-major order. my_FragColor = vec4(buffer.s.m); })"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "matrixBuffer"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kElementsPerMatrix = 8; // Each mat2 row gets padded into a vec4. const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kElementsPerMatrix * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); vAsFloat[0u] = 1.0f; vAsFloat[1u] = 128.0f / 255.0f; vAsFloat[4u] = 64.0f / 255.0f; vAsFloat[5u] = 32.0f / 255.0f; glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 64, 128, 32), 5); } constexpr char kFragmentShader[] = R"(#version 300 es precision mediump float; layout (std140) uniform color_ubo { vec4 color; }; out vec4 fragColor; void main() { fragColor = color; })"; // Regression test for a dirty bit bug in ANGLE. See http://crbug.com/792966 TEST_P(UniformBufferTest, SimpleBindingChange) { // http://anglebug.com/2287 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL()); ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFragmentShader); glBindAttribLocation(program, 0, essl3_shaders::PositionAttrib()); glUseProgram(program); GLint uboIndex = glGetUniformBlockIndex(program, "color_ubo"); std::array vertices{{-1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0}}; GLBuffer vertexBuf; glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); std::array indexData = {{0, 1, 2, 2, 1, 3, 0, 1, 2, 2, 1, 3}}; GLBuffer indexBuf; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size() * sizeof(GLshort), indexData.data(), GL_STATIC_DRAW); // Bind a first buffer with red. GLBuffer uboBuf1; glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboBuf1); glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatRed, GL_STATIC_DRAW); glUniformBlockBinding(program, uboIndex, 0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); // Bind a second buffer with green, updating the buffer binding. GLBuffer uboBuf2; glBindBufferBase(GL_UNIFORM_BUFFER, 1, uboBuf2); glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen, GL_STATIC_DRAW); glUniformBlockBinding(program, uboIndex, 1); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, reinterpret_cast(12)); // Verify we get the second buffer. ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Regression test for a dirty bit bug in ANGLE. Same as above but for the indexed bindings. TEST_P(UniformBufferTest, SimpleBufferChange) { ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFragmentShader); glBindAttribLocation(program, 0, essl3_shaders::PositionAttrib()); glUseProgram(program); GLint uboIndex = glGetUniformBlockIndex(program, "color_ubo"); std::array vertices{{-1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0}}; GLBuffer vertexBuf; glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); std::array indexData = {{0, 1, 2, 2, 1, 3, 0, 1, 2, 2, 1, 3}}; GLBuffer indexBuf; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size() * sizeof(GLshort), indexData.data(), GL_STATIC_DRAW); // Bind a first buffer with red. GLBuffer uboBuf1; glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboBuf1); glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatRed, GL_STATIC_DRAW); glUniformBlockBinding(program, uboIndex, 0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); // Bind a second buffer to the same binding point (0). This should set to draw green. GLBuffer uboBuf2; glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboBuf2); glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen, GL_STATIC_DRAW); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, reinterpret_cast(12)); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Tests a bug in the D3D11 back-end where re-creating the buffer storage should trigger a state // update in the State Manager class. TEST_P(UniformBufferTest, DependentBufferChange) { ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFragmentShader); glBindAttribLocation(program, 0, essl3_shaders::PositionAttrib()); glUseProgram(program); GLint uboIndex = glGetUniformBlockIndex(program, "color_ubo"); std::array vertices{{-1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0}}; GLBuffer vertexBuf; glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); std::array indexData = {{0, 1, 2, 2, 1, 3}}; GLBuffer indexBuf; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size() * sizeof(GLshort), indexData.data(), GL_STATIC_DRAW); GLBuffer ubo; glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatRed, GL_STATIC_DRAW); glUniformBlockBinding(program, uboIndex, 0); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); // Resize the buffer - triggers a re-allocation in the D3D11 back-end. std::vector bigData(128, kFloatGreen); glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F) * bigData.size(), bigData.data(), GL_STATIC_DRAW); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Recreate WebGL conformance test conformance2/uniforms/large-uniform-buffers.html to test // regression in http://anglebug.com/3388 TEST_P(UniformBufferTest, SizeOverMaxBlockSize) { // Test crashes on Windows AMD OpenGL ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsOpenGL()); ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFragmentShader); glBindAttribLocation(program, 0, essl3_shaders::PositionAttrib()); glUseProgram(program); GLint uboIndex = glGetUniformBlockIndex(program, "color_ubo"); std::array vertices{{-1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0}}; GLBuffer vertexBuf; glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); std::array indexData = {{0, 1, 2, 2, 1, 3}}; GLBuffer indexBuf; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size() * sizeof(GLshort), indexData.data(), GL_STATIC_DRAW); GLint uboDataSize = 0; glGetActiveUniformBlockiv(program, uboIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &uboDataSize); EXPECT_NE(uboDataSize, 0); // uniform block data size invalid GLint64 maxUniformBlockSize; glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); GLBuffer uboBuf; std::vector uboData; uboData.resize(maxUniformBlockSize * 2); // underlying data is twice the max block size GLint offs0 = 0; // Red uboData[offs0 + 0] = 1; uboData[offs0 + 1] = 0; uboData[offs0 + 2] = 0; uboData[offs0 + 3] = 1; GLint offs1 = maxUniformBlockSize; GLint alignment = 0; glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment); EXPECT_EQ(offs1 % alignment, 0); // Green uboData[offs1 + 0] = 0; uboData[offs1 + 1] = 1; uboData[offs1 + 2] = 0; uboData[offs1 + 3] = 1; glUniformBlockBinding(program, uboIndex, 0); glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboBuf); glBufferData(GL_UNIFORM_BUFFER, uboData.size() * sizeof(GLfloat), uboData.data(), GL_STATIC_DRAW); ASSERT_GL_NO_ERROR(); // No errors from setup // Draw lower triangle - should be red glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboBuf, offs0 * sizeof(float), 4 * sizeof(float)); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0); ASSERT_GL_NO_ERROR(); // No errors from draw // Draw upper triangle - should be green glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboBuf, offs1 * sizeof(float), 4 * sizeof(float)); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, reinterpret_cast(3 * sizeof(GLshort))); ASSERT_GL_NO_ERROR(); // No errors from draw GLint width = getWindowWidth(); GLint height = getWindowHeight(); // Lower left should be red EXPECT_PIXEL_COLOR_EQ(width / 2 - 5, height / 2 - 5, GLColor::red); // Top right should be green EXPECT_PIXEL_COLOR_EQ(width / 2 + 5, height / 2 + 5, GLColor::green); } // Compile uniform buffer with large array member. TEST_P(UniformBufferTest, LargeArrayOfStructs) { constexpr char kVertexShader[] = R"(#version 300 es struct InstancingData { mat4 transformation; }; #define MAX_INSTANCE_COUNT 800 layout(std140) uniform InstanceBlock { InstancingData instances[MAX_INSTANCE_COUNT]; }; void main() { gl_Position = vec4(1.0) * instances[gl_InstanceID].transformation; })"; constexpr char kFragmentShader[] = R"(#version 300 es precision mediump float; out vec4 outFragColor; void main() { outFragColor = vec4(0.0); })"; ANGLE_GL_PROGRAM(program, kVertexShader, kFragmentShader); // Add a draw call for the sake of the Vulkan backend that currently really builds shaders at // draw time. drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); } // Test uniform buffer with large struct array member, where the struct itself contains a mat4 // member. TEST_P(UniformBufferTest, UniformBlockWithOneLargeStructArray) { GLint64 maxUniformBlockSize; glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); std::ostringstream stream; GLuint arraySize; // Ensure that shader uniform block do not exceed MAX_UNIFORM_BLOCK_SIZE limit. if (maxUniformBlockSize >= 16384 && maxUniformBlockSize < 32768) { arraySize = 128; stream << "const uint arraySize = 128u;\n" "const uint divisor1 = 128u;\n" "const uint divisor2 = 32u;\n"; } else if (maxUniformBlockSize >= 32768 && maxUniformBlockSize < 65536) { arraySize = 256; stream << "const uint arraySize = 256u;\n" "const uint divisor1 = 64u;\n" "const uint divisor2 = 16u;\n"; } else { arraySize = 512; stream << "const uint arraySize = 512u;\n" "const uint divisor1 = 32u;\n" "const uint divisor2 = 8u;\n"; } const std::string &kFS = "#version 300 es\n" "precision highp float;\n" + stream.str() + "out vec4 my_FragColor;\n" "struct S { mat4 color;};\n" "layout(std140) uniform buffer { S s[arraySize]; };\n" "void main()\n" "{\n" " uvec2 coord = uvec2(floor(gl_FragCoord.xy));\n" " uint index = coord.x + coord.y * 128u;\n" " uint index_x = index / divisor1;\n" " uint index_y = (index % divisor1) / divisor2;\n" " my_FragColor = s[index_x].color[index_y];\n" "}\n"; GLint blockSize; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS.c_str()); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "buffer"); glGetActiveUniformBlockiv(program, uniformBufferIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, blockSize, nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); const GLuint kVectorPerMat = 4; const GLuint kFloatPerVector = 4; GLuint kVectorCount = arraySize * kVectorPerMat; GLuint kFloatCount = kVectorCount * kFloatPerVector; std::vector floatData(kFloatCount, 0.0f); const GLuint kPositionCount = 12; unsigned int positionToTest[kPositionCount][2] = {{0, 0}, {75, 0}, {98, 13}, {31, 31}, {0, 32}, {65, 33}, {23, 54}, {63, 63}, {0, 64}, {43, 86}, {53, 100}, {127, 127}}; for (GLuint i = 0; i < kVectorCount; i++) { floatData[4 * i + 2] = 1.0f; floatData[4 * i + 3] = 1.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), floatData.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::blue); } for (GLuint i = 0; i < kVectorCount; i++) { floatData[4 * i + 1] = 1.0f; floatData[4 * i + 2] = 0.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), floatData.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::green); } for (GLuint i = kVectorCount / 4; i < kVectorCount / 2; i++) { floatData[4 * i] = 1.0f; floatData[4 * i + 1] = 0.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), floatData.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { if (positionToTest[i][1] > 31 && positionToTest[i][1] < 64) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::red); } else { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::green); } } } // Test instance uniform buffer with large struct array member, where the struct // itself contains a mat4 member. TEST_P(UniformBufferTest, InstanceUniformBlockWithOneLargeStructArray) { GLint64 maxUniformBlockSize; glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); std::ostringstream stream; GLuint arraySize; // Ensure that shader uniform block do not exceed MAX_UNIFORM_BLOCK_SIZE limit. if (maxUniformBlockSize >= 16384 && maxUniformBlockSize < 32768) { arraySize = 128; stream << "const uint arraySize = 128u;\n" "const uint divisor1 = 128u;\n" "const uint divisor2 = 32u;\n"; } else if (maxUniformBlockSize >= 32768 && maxUniformBlockSize < 65536) { arraySize = 256; stream << "const uint arraySize = 256u;\n" "const uint divisor1 = 64u;\n" "const uint divisor2 = 16u;\n"; } else { arraySize = 512; stream << "const uint arraySize = 512u;\n" "const uint divisor1 = 32u;\n" "const uint divisor2 = 8u;\n"; } const std::string &kFS = "#version 300 es\n" "precision highp float;\n" + stream.str() + "out vec4 my_FragColor;\n" "struct S { mat4 color;};\n" "layout(std140) uniform buffer { S s[arraySize]; } instance;\n" "void main()\n" "{\n" " uvec2 coord = uvec2(floor(gl_FragCoord.xy));\n" " uint index = coord.x + coord.y * 128u;\n" " uint index_x = index / divisor1;\n" " uint index_y = (index % divisor1) / divisor2;\n" " my_FragColor = instance.s[index_x].color[index_y];\n" "}\n"; GLint blockSize; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS.c_str()); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "buffer"); glGetActiveUniformBlockiv(program, uniformBufferIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, blockSize, nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); const GLuint kVectorPerMat = 4; const GLuint kFloatPerVector = 4; GLuint kVectorCount = arraySize * kVectorPerMat; GLuint kFloatCount = kVectorCount * kFloatPerVector; std::vector floatData(kFloatCount, 0.0f); const GLuint kPositionCount = 12; unsigned int positionToTest[kPositionCount][2] = {{0, 0}, {75, 0}, {98, 13}, {31, 31}, {0, 32}, {65, 33}, {23, 54}, {63, 63}, {0, 64}, {43, 86}, {53, 100}, {127, 127}}; for (GLuint i = 0; i < kVectorCount; i++) { floatData[4 * i + 2] = 1.0f; floatData[4 * i + 3] = 1.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), floatData.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::blue); } for (GLuint i = 0; i < kVectorCount; i++) { floatData[4 * i + 1] = 1.0f; floatData[4 * i + 2] = 0.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), floatData.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::green); } for (GLuint i = kVectorCount / 4; i < kVectorCount / 2; i++) { floatData[4 * i] = 1.0f; floatData[4 * i + 1] = 0.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), floatData.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { if (positionToTest[i][1] > 31 && positionToTest[i][1] < 64) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::red); } else { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::green); } } } // Test instance array uniform buffer with large struct array member, where the // struct itself contains a mat4 member. TEST_P(UniformBufferTest, InstanceArrayUniformBlockWithOneLargeStructArray) { GLint64 maxUniformBlockSize; glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); std::ostringstream stream; GLuint arraySize; // Ensure that shader uniform block do not exceed MAX_UNIFORM_BLOCK_SIZE limit. if (maxUniformBlockSize >= 16384 && maxUniformBlockSize < 32768) { arraySize = 128; stream << "const uint arraySize = 128u;\n" "const uint divisor1 = 128u;\n" "const uint divisor2 = 32u;\n"; } else if (maxUniformBlockSize >= 32768 && maxUniformBlockSize < 65536) { arraySize = 256; stream << "const uint arraySize = 256u;\n" "const uint divisor1 = 64u;\n" "const uint divisor2 = 16u;\n"; } else { arraySize = 512; stream << "const uint arraySize = 512u;\n" "const uint divisor1 = 32u;\n" "const uint divisor2 = 8u;\n"; } const std::string &kFS = "#version 300 es\n" "precision highp float;\n" + stream.str() + "out vec4 my_FragColor;\n" "struct S { mat4 color;};\n" "layout(std140) uniform buffer { S s[arraySize]; } instance[2];\n" "void main()\n" "{\n" " uvec2 coord = uvec2(floor(gl_FragCoord.xy));\n" " uint index = coord.x + coord.y * 128u;\n" " uint index_x = index / divisor1;\n" " uint index_y = (index % divisor1) / divisor2;\n" " my_FragColor = instance[0].s[index_x].color[index_y] + " "instance[1].s[index_x].color[index_y];\n" "}\n"; GLint blockSize0, blockSize1; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS.c_str()); GLint uniformBufferIndex0 = glGetUniformBlockIndex(program, "buffer[0]"); GLint uniformBufferIndex1 = glGetUniformBlockIndex(program, "buffer[1]"); glGetActiveUniformBlockiv(program, uniformBufferIndex0, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize0); glGetActiveUniformBlockiv(program, uniformBufferIndex1, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize1); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, blockSize0, nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex0, 0); const GLuint kVectorPerMat = 4; const GLuint kFloatPerVector = 4; GLuint kVectorCount = arraySize * kVectorPerMat; GLuint kFloatCount = kVectorCount * kFloatPerVector; std::vector floatData0(kFloatCount, 0.0f); std::vector floatData1(kFloatCount, 0.0f); const GLuint kPositionCount = 12; unsigned int positionToTest[kPositionCount][2] = {{0, 0}, {75, 0}, {98, 13}, {31, 31}, {0, 32}, {65, 33}, {23, 54}, {63, 63}, {0, 64}, {43, 86}, {53, 100}, {127, 127}}; for (GLuint i = 0; i < kVectorCount; i++) { floatData0[4 * i + 2] = 1.0f; floatData0[4 * i + 3] = 1.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), floatData0.data()); GLBuffer uniformBuffer1; glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer1); glBufferData(GL_UNIFORM_BUFFER, blockSize1, nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 1, uniformBuffer1); glUniformBlockBinding(program, uniformBufferIndex0, 1); for (GLuint i = 0; i < kVectorCount; i++) { floatData1[4 * i + 1] = 1.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), floatData1.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::cyan); } glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); for (GLuint i = 0; i < kVectorCount; i++) { floatData0[4 * i] = 1.0f; floatData0[4 * i + 2] = 0.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), floatData0.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::yellow); } glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer1); for (GLuint i = kVectorCount / 4; i < kVectorCount / 2; i++) { floatData1[4 * i + 2] = 1.0f; floatData1[4 * i + 1] = 0.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), floatData1.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { if (positionToTest[i][1] > 31 && positionToTest[i][1] < 64) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::magenta); } else { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::yellow); } } } // Test uniform buffer with large struct array member, where the struct itself contains // a mat4 member and a float member. TEST_P(UniformBufferTest, UniformBlockWithOneLargeMixStructArray) { GLint64 maxUniformBlockSize; glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); std::ostringstream stream; GLuint arraySize; // Ensure that shader uniform block do not exceed MAX_UNIFORM_BLOCK_SIZE limit. if (maxUniformBlockSize >= 16384 && maxUniformBlockSize < 32768) { arraySize = 128; stream << "const uint arraySize = 128u;\n" "const uint divisor1 = 128u;\n" "const uint divisor2 = 32u;\n"; } else if (maxUniformBlockSize >= 32768 && maxUniformBlockSize < 65536) { arraySize = 256; stream << "const uint arraySize = 256u;\n" "const uint divisor1 = 64u;\n" "const uint divisor2 = 16u;\n"; } else { arraySize = 512; stream << "const uint arraySize = 512u;\n" "const uint divisor1 = 32u;\n" "const uint divisor2 = 8u;\n"; } const std::string &kFS = "#version 300 es\n" "precision highp float;\n" + stream.str() + "out vec4 my_FragColor;\n" "struct S { mat4 color; float factor; };\n" "layout(std140) uniform buffer { S s[arraySize]; };\n" "void main()\n" "{\n" " uvec2 coord = uvec2(floor(gl_FragCoord.xy));\n" " uint index = coord.x + coord.y * 128u;\n" " uint index_x = index / divisor1;\n" " uint index_y = (index % divisor1) / divisor2;\n" " my_FragColor = s[index_x].factor * s[index_x].color[index_y];\n" "}\n"; GLint blockSize; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS.c_str()); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "buffer"); glGetActiveUniformBlockiv(program, uniformBufferIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, blockSize, nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); const GLuint kVectorPerMat = 4; const GLuint kFloatPerVector = 4; // The member s is an array of S structures, each element of s should be rounded up // to the base alignment of a vec4 according to std140 storage layout rules. GLuint kFloatCount = arraySize * (kVectorPerMat * kFloatPerVector + kFloatPerVector); std::vector floatData(kFloatCount, 0.0f); const GLuint kPositionCount = 12; unsigned int positionToTest[kPositionCount][2] = {{0, 0}, {75, 0}, {98, 13}, {31, 31}, {0, 32}, {65, 33}, {23, 54}, {63, 63}, {0, 64}, {43, 86}, {53, 100}, {127, 127}}; const size_t kStrideofFloatCount = kVectorPerMat * kFloatPerVector + kFloatPerVector; for (GLuint i = 0; i < arraySize; i++) { for (GLuint j = 0; j < kVectorPerMat; j++) { floatData[i * kStrideofFloatCount + kVectorPerMat * j + 2] = 0.5f; floatData[i * kStrideofFloatCount + kVectorPerMat * j + 3] = 0.5f; } floatData[i * kStrideofFloatCount + kVectorPerMat * kFloatPerVector] = 2.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, std::min(static_cast(blockSize), kFloatCount * sizeof(GLfloat)), floatData.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::blue); } for (GLuint i = 0; i < arraySize; i++) { for (GLuint j = 0; j < kVectorPerMat; j++) { floatData[i * kStrideofFloatCount + kVectorPerMat * j + 1] = 0.5f; floatData[i * kStrideofFloatCount + kVectorPerMat * j + 2] = 0.0f; } } glBufferSubData(GL_UNIFORM_BUFFER, 0, std::min(static_cast(blockSize), kFloatCount * sizeof(GLfloat)), floatData.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::green); } for (GLuint i = arraySize / 4; i < arraySize / 2; i++) { for (GLuint j = 0; j < kVectorPerMat; j++) { floatData[i * kStrideofFloatCount + kVectorPerMat * j] = 0.5f; floatData[i * kStrideofFloatCount + kVectorPerMat * j + 1] = 0.0f; } } glBufferSubData(GL_UNIFORM_BUFFER, 0, std::min(static_cast(blockSize), kFloatCount * sizeof(GLfloat)), floatData.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { if (positionToTest[i][1] > 31 && positionToTest[i][1] < 64) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::red); } else { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::green); } } } // Test a uniform block with large struct array member and a uniform block with small // struct array member in the same program, and they share a uniform buffer. TEST_P(UniformBufferTest, UniformBlocksInSameProgramShareUniformBuffer) { GLint64 maxUniformBlockSize; glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); std::ostringstream stream; GLuint arraySize1, arraySize2; // Ensure that shader uniform block do not exceed MAX_UNIFORM_BLOCK_SIZE limit. if (maxUniformBlockSize >= 16384 && maxUniformBlockSize < 32768) { arraySize1 = 128; arraySize2 = 8; stream << "const uint arraySize1 = 128u;\n" "const uint arraySize2 = 8u;\n" "const uint divisor1 = 128u;\n" "const uint divisor2 = 32u;\n" "const uint divisor3 = 16u;\n"; } else if (maxUniformBlockSize >= 32768 && maxUniformBlockSize < 65536) { arraySize1 = 256; arraySize2 = 16; stream << "const uint arraySize1 = 256u;\n" "const uint arraySize2 = 16u;\n" "const uint divisor1 = 64u;\n" "const uint divisor2 = 16u;\n" "const uint divisor3 = 8u;\n"; } else { arraySize1 = 512; arraySize2 = 32; stream << "const uint arraySize1 = 512u;\n" "const uint arraySize2 = 32u;\n" "const uint divisor1 = 32u;\n" "const uint divisor2 = 8u;\n" "const uint divisor3 = 4u;\n"; } const std::string &kFS = "#version 300 es\n" "precision highp float;\n" + stream.str() + "out vec4 my_FragColor;\n" "struct S { mat4 color;};\n" "layout(std140) uniform buffer1 { S s1[arraySize1]; };\n" "layout(std140) uniform buffer2 { S s2[arraySize2]; };\n" "void main()\n" "{\n" " uvec2 coord = uvec2(floor(gl_FragCoord.xy));\n" " uint index = coord.x + coord.y * 128u;\n" " uint index_x1 = index / divisor1;\n" " uint index_y1 = (index % divisor1) / divisor2;\n" " uint index_x2 = coord.x / divisor3;\n" " uint index_y2 = coord.x % 4u;\n" " my_FragColor = s1[index_x1].color[index_y1] + s2[index_x2].color[index_y2];\n" "}\n"; GLint blockSize1, blockSize2; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS.c_str()); GLint uniformBufferIndex1 = glGetUniformBlockIndex(program, "buffer1"); GLint uniformBufferIndex2 = glGetUniformBlockIndex(program, "buffer2"); glGetActiveUniformBlockiv(program, uniformBufferIndex1, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize1); glGetActiveUniformBlockiv(program, uniformBufferIndex2, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize2); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, blockSize1 + blockSize2, nullptr, GL_STATIC_DRAW); glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, 0, blockSize2); glUniformBlockBinding(program, uniformBufferIndex2, 0); glBindBufferRange(GL_UNIFORM_BUFFER, 1, mUniformBuffer, blockSize2, blockSize1); glUniformBlockBinding(program, uniformBufferIndex1, 1); const GLuint kVectorPerMat = 4; const GLuint kFloatPerVector = 4; GLuint kVectorCount1 = arraySize1 * kVectorPerMat; GLuint kVectorCount2 = arraySize2 * kVectorPerMat; GLuint kFloatCount1 = kVectorCount1 * kFloatPerVector; GLuint kFloatCount2 = kVectorCount2 * kFloatPerVector; GLuint kFloatCount = kFloatCount1 + kFloatCount2; std::vector floatData(kFloatCount, 0.0f); const GLuint kPositionCount = 12; unsigned int positionToTest[kPositionCount][2] = {{0, 0}, {75, 0}, {98, 13}, {31, 31}, {0, 32}, {65, 33}, {23, 54}, {63, 63}, {0, 64}, {43, 86}, {53, 100}, {127, 127}}; for (GLuint i = kVectorCount2; i < kVectorCount1 + kVectorCount2; i++) { floatData[4 * i + 2] = 1.0f; floatData[4 * i + 3] = 1.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount2 * sizeof(GLfloat), &floatData[0]); glBufferSubData(GL_UNIFORM_BUFFER, blockSize2, kFloatCount1 * sizeof(GLfloat), &floatData[kFloatCount2]); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::blue); } for (GLuint i = 0; i < kVectorCount2; i++) { floatData[4 * i + 1] = 1.0f; } for (GLuint i = kVectorCount2 + kVectorCount1 / 4; i < kVectorCount2 + kVectorCount1 / 2; i++) { floatData[4 * i] = 1.0f; floatData[4 * i + 2] = 0.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount2 * sizeof(GLfloat), &floatData[0]); glBufferSubData(GL_UNIFORM_BUFFER, blockSize2 + kVectorCount1 * sizeof(GLfloat), kVectorCount1 * sizeof(GLfloat), &floatData[kFloatCount2 + kVectorCount1]); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { if (positionToTest[i][1] > 31 && positionToTest[i][1] < 64) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::yellow); } else { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::cyan); } } } // Test a uniform block with large struct array member and a uniform block with small // struct array member in the different programs, and they share a uniform buffer. TEST_P(UniformBufferTest, UniformBlocksInDiffProgramShareUniformBuffer) { GLint64 maxUniformBlockSize; glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); std::ostringstream stream1; std::ostringstream stream2; GLuint arraySize1, arraySize2; // Ensure that shader uniform block do not exceed MAX_UNIFORM_BLOCK_SIZE limit. if (maxUniformBlockSize >= 16384 && maxUniformBlockSize < 32768) { arraySize1 = 128; arraySize2 = 8; stream1 << "const uint arraySize1 = 128u;\n" "const uint divisor1 = 128u;\n" "const uint divisor2 = 32u;\n"; stream2 << "const uint arraySize2 = 8u;\n" "const uint divisor3 = 16u;\n"; } else if (maxUniformBlockSize >= 32768 && maxUniformBlockSize < 65536) { arraySize1 = 256; arraySize2 = 16; stream1 << "const uint arraySize1 = 256u;\n" "const uint divisor1 = 64u;\n" "const uint divisor2 = 16u;\n"; stream2 << "const uint arraySize2 = 16u;\n" "const uint divisor3 = 8u;\n"; } else { arraySize1 = 512; arraySize2 = 32; stream1 << "const uint arraySize1 = 512u;\n" "const uint divisor1 = 32u;\n" "const uint divisor2 = 8u;\n"; stream2 << "const uint arraySize2 = 32u;\n" "const uint divisor3 = 4u;\n"; } const std::string &kFS1 = "#version 300 es\n" "precision highp float;\n" + stream1.str() + "out vec4 my_FragColor;\n" "struct S { mat4 color;};\n" "layout(std140) uniform buffer { S s[arraySize1]; };\n" "void main()\n" "{\n" " uvec2 coord = uvec2(floor(gl_FragCoord.xy));\n" " uint index = coord.x + coord.y * 128u;\n" " uint index_x = index / divisor1;\n" " uint index_y = (index % divisor1) / divisor2;\n" " my_FragColor = s[index_x].color[index_y];\n" "}\n"; const std::string &kFS2 = "#version 300 es\n" "precision highp float;\n" + stream2.str() + "out vec4 my_FragColor;\n" "struct S { mat4 color;};\n" "layout(std140) uniform buffer { S s[arraySize2]; };\n" "void main()\n" "{\n" " uvec2 coord = uvec2(floor(gl_FragCoord.xy));\n" " uint index_x = coord.x / divisor3;\n" " uint index_y = coord.x % 4u;\n" " my_FragColor = s[index_x].color[index_y];\n" "}\n"; GLint blockSize1, blockSize2; ANGLE_GL_PROGRAM(program1, essl3_shaders::vs::Simple(), kFS1.c_str()); ANGLE_GL_PROGRAM(program2, essl3_shaders::vs::Simple(), kFS2.c_str()); GLint uniformBufferIndex1 = glGetUniformBlockIndex(program1, "buffer"); GLint uniformBufferIndex2 = glGetUniformBlockIndex(program2, "buffer"); glGetActiveUniformBlockiv(program1, uniformBufferIndex1, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize1); glGetActiveUniformBlockiv(program2, uniformBufferIndex2, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize2); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, std::max(blockSize1, blockSize2), nullptr, GL_STATIC_DRAW); glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, 0, blockSize2); glUniformBlockBinding(program2, uniformBufferIndex2, 0); glBindBufferRange(GL_UNIFORM_BUFFER, 1, mUniformBuffer, 0, blockSize1); glUniformBlockBinding(program1, uniformBufferIndex1, 1); const GLuint kVectorPerMat = 4; const GLuint kFloatPerVector = 4; GLuint kVectorCount1 = arraySize1 * kVectorPerMat; GLuint kVectorCount2 = arraySize2 * kVectorPerMat; GLuint kFloatCount1 = kVectorCount1 * kFloatPerVector; GLuint kFloatCount2 = kVectorCount2 * kFloatPerVector; GLuint kFloatCount = kFloatCount1; std::vector floatData(kFloatCount, 0.0f); const GLuint kPositionCount = 12; unsigned int positionToTest[kPositionCount][2] = {{0, 0}, {75, 0}, {98, 13}, {31, 31}, {0, 32}, {65, 33}, {23, 54}, {63, 63}, {0, 64}, {43, 86}, {53, 100}, {127, 127}}; for (GLuint i = 0; i < kVectorCount1; i++) { floatData[4 * i + 2] = 1.0f; floatData[4 * i + 3] = 1.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount * sizeof(GLfloat), &floatData[0]); drawQuad(program1.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::blue); } for (GLuint i = 0; i < kVectorCount2; i++) { floatData[4 * i + 1] = 1.0f; floatData[4 * i + 2] = 0.0f; } glBufferSubData(GL_UNIFORM_BUFFER, 0, kFloatCount2 * sizeof(GLfloat), &floatData[0]); drawQuad(program2.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::green); } for (GLuint i = kVectorCount2; i < kVectorCount1 / 2; i++) { floatData[4 * i + 1] = 1.0f; floatData[4 * i + 2] = 0.0f; } glBufferSubData(GL_UNIFORM_BUFFER, kFloatCount2 * sizeof(GLfloat), (kFloatCount1 / 2 - kFloatCount2) * sizeof(GLfloat), &floatData[0]); drawQuad(program1.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { if (positionToTest[i][1] < 64) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::green); } else { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::blue); } } } // Test two uniform blocks share the same uniform buffer. On D3D backend, one uniform // block with a large array member will be translated to StructuredBuffer, and the // other uniform block will be translated to cbuffer, this case verifies that update // buffer data correctly. TEST_P(UniformBufferTest, UniformBlocksSharedSameUniformBuffer) { ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX()); GLint64 maxUniformBlockSize; glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize); std::ostringstream stream; GLuint arraySize; // Ensure that shader uniform block do not exceed MAX_UNIFORM_BLOCK_SIZE limit. if (maxUniformBlockSize >= 16384 && maxUniformBlockSize < 32768) { arraySize = 128; stream << "const uint arraySize = 128u;\n" "const uint divisor1 = 128u;\n" "const uint divisor2 = 32u;\n"; } else if (maxUniformBlockSize >= 32768 && maxUniformBlockSize < 65536) { arraySize = 256; stream << "const uint arraySize = 256u;\n" "const uint divisor1 = 64u;\n" "const uint divisor2 = 16u;\n"; } else { arraySize = 512; stream << "const uint arraySize = 512u;\n" "const uint divisor1 = 32u;\n" "const uint divisor2 = 8u;\n"; } const std::string &kFS = "#version 300 es\n" "precision highp float;\n" + stream.str() + "out vec4 my_FragColor;\n" "struct S { mat4 color;};\n" "layout(std140) uniform buffer { S s[arraySize]; };\n" "layout(std140) uniform buffer1 { vec4 factor; };\n" "void main()\n" "{\n" " uvec2 coord = uvec2(floor(gl_FragCoord.xy));\n" " uint index = coord.x + coord.y * 128u;\n" " uint index_x = index / divisor1;\n" " uint index_y = (index % divisor1) / divisor2;\n" " my_FragColor = s[index_x].color[index_y] + factor;\n" "}\n"; GLint blockSize; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS.c_str()); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "buffer"); glGetActiveUniformBlockiv(program, uniformBufferIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize); GLint uniformBufferIndex1 = glGetUniformBlockIndex(program, "buffer1"); GLint alignment; glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment); while (alignment >= 0 && alignment < 16) { alignment += alignment; } glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); glBufferData(GL_UNIFORM_BUFFER, alignment + blockSize, nullptr, GL_STATIC_DRAW); const GLuint kVectorPerMat = 4; const GLuint kFloatPerVector = 4; GLuint kVectorCount = arraySize * kVectorPerMat; GLuint kFloatCount = kVectorCount * kFloatPerVector; std::vector floatData(kFloatCount, 0.0f); std::vector floatData1(4, 0.0f); const GLuint kPositionCount = 12; unsigned int positionToTest[kPositionCount][2] = {{0, 0}, {75, 0}, {98, 13}, {31, 31}, {0, 32}, {65, 33}, {23, 54}, {63, 63}, {0, 64}, {43, 86}, {53, 100}, {127, 127}}; for (GLuint i = 0; i < kVectorCount; i++) { floatData[4 * i + 2] = 0.5f; floatData[4 * i + 3] = 0.5f; } floatData1[0] = 1.0f; floatData1[1] = 0.0f; floatData1[2] = 0.5f; floatData1[3] = 0.5f; glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, 0, 4 * sizeof(float)); glUniformBlockBinding(program, uniformBufferIndex1, 0); glBindBufferRange(GL_UNIFORM_BUFFER, 1, mUniformBuffer, alignment, kVectorCount * kFloatPerVector * sizeof(float)); glUniformBlockBinding(program, uniformBufferIndex, 1); glBufferSubData(GL_UNIFORM_BUFFER, alignment, kFloatCount * sizeof(GLfloat), floatData.data()); glBufferSubData(GL_UNIFORM_BUFFER, 0, 4 * sizeof(GLfloat), floatData1.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::magenta); } for (GLuint i = 0; i < kVectorCount; i++) { floatData[4 * i + 1] = 0.5f; floatData[4 * i + 2] = 0.0f; } floatData1[0] = 0.0f; floatData1[1] = 0.5f; floatData1[2] = 0.0f; floatData1[3] = 0.5f; glBufferSubData(GL_UNIFORM_BUFFER, alignment, kFloatCount * sizeof(GLfloat), floatData.data()); glBufferSubData(GL_UNIFORM_BUFFER, 0, 4 * sizeof(GLfloat), floatData1.data()); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); for (GLuint i = 0; i < kPositionCount; i++) { EXPECT_PIXEL_COLOR_EQ(positionToTest[i][0], positionToTest[i][1], GLColor::green); } } // Test a uniform block where an array of row-major matrices is dynamically indexed. TEST_P(UniformBufferTest, Std140UniformBlockWithDynamicallyIndexedRowMajorArray) { // http://anglebug.com/3837 , http://anglebug.com/2273 ANGLE_SKIP_TEST_IF((IsLinux() && IsIntel() && IsOpenGL()) || IsOSX()); constexpr char kFS[] = R"(#version 300 es precision highp float; out vec4 my_FragColor; uniform int u_zero; layout(std140, row_major) uniform matrixBuffer { mat4 u_mats[1]; }; void main() { float f = u_mats[u_zero + 0][2][1]; my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); })"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); GLint uniformBufferIndex = glGetUniformBlockIndex(program, "matrixBuffer"); glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer); const GLsizei kElementsPerMatrix = 16; // Each mat2 row gets padded into a vec4. const GLsizei kBytesPerElement = 4; const GLsizei kDataSize = kElementsPerMatrix * kBytesPerElement; std::vector v(kDataSize, 0); float *vAsFloat = reinterpret_cast(v.data()); // Write out this initializer to make it clearer what the matrix contains. float matrixData[kElementsPerMatrix] = { // clang-format off 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, // clang-format on }; for (int ii = 0; ii < kElementsPerMatrix; ++ii) { vAsFloat[ii] = matrixData[ii]; } glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer); glUniformBlockBinding(program, uniformBufferIndex, 0); GLint indexLoc = glGetUniformLocation(program, "u_zero"); glUseProgram(program); glUniform1i(indexLoc, 0); drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0, 255, 0, 255), 5); } // Use this to select which configurations (e.g. which renderer, which GLES major version) these // tests should be run against. ANGLE_INSTANTIATE_TEST_ES3(UniformBufferTest); ANGLE_INSTANTIATE_TEST_ES31(UniformBufferTest31); } // namespace