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