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      1 #include "ANGLETest.h"
      2 
      3 class ProgramBinaryTest : public ANGLETest
      4 {
      5 protected:
      6     ProgramBinaryTest()
      7     {
      8         setWindowWidth(128);
      9         setWindowHeight(128);
     10         setConfigRedBits(8);
     11         setConfigGreenBits(8);
     12         setConfigBlueBits(8);
     13         setConfigAlphaBits(8);
     14     }
     15 
     16     virtual void SetUp()
     17     {
     18         ANGLETest::SetUp();
     19 
     20         const std::string vertexShaderSource = SHADER_SOURCE
     21         (
     22             attribute vec4 inputAttribute;
     23             void main()
     24             {
     25                 gl_Position = inputAttribute;
     26             }
     27         );
     28 
     29         const std::string fragmentShaderSource = SHADER_SOURCE
     30         (
     31             void main()
     32             {
     33                 gl_FragColor = vec4(1,0,0,1);
     34             }
     35         );
     36 
     37         mProgram = compileProgram(vertexShaderSource, fragmentShaderSource);
     38         if (mProgram == 0)
     39         {
     40             FAIL() << "shader compilation failed.";
     41         }
     42 
     43         glGenBuffers(1, &mBuffer);
     44         glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
     45         glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_STATIC_DRAW);
     46         glBindBuffer(GL_ARRAY_BUFFER, 0);
     47 
     48         ASSERT_GL_NO_ERROR();
     49     }
     50 
     51     virtual void TearDown()
     52     {
     53         glDeleteProgram(mProgram);
     54         glDeleteBuffers(1, &mBuffer);
     55 
     56         ANGLETest::TearDown();
     57     }
     58 
     59     GLuint mProgram;
     60     GLuint mBuffer;
     61 };
     62 
     63 // This tests the assumption that float attribs of different size
     64 // should not internally cause a vertex shader recompile (for conversion).
     65 TEST_F(ProgramBinaryTest, float_dynamic_shader_size)
     66 {
     67     glUseProgram(mProgram);
     68     glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
     69 
     70     glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
     71     glEnableVertexAttribArray(0);
     72     glDrawArrays(GL_POINTS, 0, 1);
     73 
     74     GLint programLength;
     75     glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
     76 
     77     EXPECT_GL_NO_ERROR();
     78 
     79     for (GLsizei size = 1; size <= 3; size++)
     80     {
     81         glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, NULL);
     82         glEnableVertexAttribArray(0);
     83         glDrawArrays(GL_POINTS, 0, 1);
     84 
     85         GLint newProgramLength;
     86         glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
     87         EXPECT_GL_NO_ERROR();
     88         EXPECT_EQ(programLength, newProgramLength);
     89     }
     90 }
     91