1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker // ProvkingVertexTest:
7*8975f5c5SAndroid Build Coastguard Worker // Tests on the conformance of the provoking vertex, which applies to flat
8*8975f5c5SAndroid Build Coastguard Worker // shading and compatibility with D3D. See the section on 'flatshading'
9*8975f5c5SAndroid Build Coastguard Worker // in the ES 3 specs.
10*8975f5c5SAndroid Build Coastguard Worker //
11*8975f5c5SAndroid Build Coastguard Worker
12*8975f5c5SAndroid Build Coastguard Worker #include "GLES2/gl2.h"
13*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
14*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
15*8975f5c5SAndroid Build Coastguard Worker #include "util/gles_loader_autogen.h"
16*8975f5c5SAndroid Build Coastguard Worker
17*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
18*8975f5c5SAndroid Build Coastguard Worker
19*8975f5c5SAndroid Build Coastguard Worker namespace
20*8975f5c5SAndroid Build Coastguard Worker {
21*8975f5c5SAndroid Build Coastguard Worker
22*8975f5c5SAndroid Build Coastguard Worker template <typename T>
sizeOfVectorContents(const T & vector)23*8975f5c5SAndroid Build Coastguard Worker size_t sizeOfVectorContents(const T &vector)
24*8975f5c5SAndroid Build Coastguard Worker {
25*8975f5c5SAndroid Build Coastguard Worker return vector.size() * sizeof(typename T::value_type);
26*8975f5c5SAndroid Build Coastguard Worker }
27*8975f5c5SAndroid Build Coastguard Worker
checkFlatQuadColors(size_t width,size_t height,const GLColor & bottomLeftColor,const GLColor & topRightColor)28*8975f5c5SAndroid Build Coastguard Worker void checkFlatQuadColors(size_t width,
29*8975f5c5SAndroid Build Coastguard Worker size_t height,
30*8975f5c5SAndroid Build Coastguard Worker const GLColor &bottomLeftColor,
31*8975f5c5SAndroid Build Coastguard Worker const GLColor &topRightColor)
32*8975f5c5SAndroid Build Coastguard Worker {
33*8975f5c5SAndroid Build Coastguard Worker for (size_t x = 0; x < width; x += 2)
34*8975f5c5SAndroid Build Coastguard Worker {
35*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(x, 0, bottomLeftColor);
36*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(x + 1, height - 1, topRightColor);
37*8975f5c5SAndroid Build Coastguard Worker }
38*8975f5c5SAndroid Build Coastguard Worker }
39*8975f5c5SAndroid Build Coastguard Worker
40*8975f5c5SAndroid Build Coastguard Worker class ProvokingVertexTest : public ANGLETest<>
41*8975f5c5SAndroid Build Coastguard Worker {
42*8975f5c5SAndroid Build Coastguard Worker protected:
ProvokingVertexTest()43*8975f5c5SAndroid Build Coastguard Worker ProvokingVertexTest()
44*8975f5c5SAndroid Build Coastguard Worker : mProgram(0),
45*8975f5c5SAndroid Build Coastguard Worker mFramebuffer(0),
46*8975f5c5SAndroid Build Coastguard Worker mTexture(0),
47*8975f5c5SAndroid Build Coastguard Worker mTransformFeedback(0),
48*8975f5c5SAndroid Build Coastguard Worker mBuffer(0),
49*8975f5c5SAndroid Build Coastguard Worker mIntAttribLocation(-1)
50*8975f5c5SAndroid Build Coastguard Worker {
51*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(64);
52*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(64);
53*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
54*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
55*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
56*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
57*8975f5c5SAndroid Build Coastguard Worker setConfigDepthBits(24);
58*8975f5c5SAndroid Build Coastguard Worker }
59*8975f5c5SAndroid Build Coastguard Worker
testSetUp()60*8975f5c5SAndroid Build Coastguard Worker void testSetUp() override
61*8975f5c5SAndroid Build Coastguard Worker {
62*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
63*8975f5c5SAndroid Build Coastguard Worker "#version 300 es\n"
64*8975f5c5SAndroid Build Coastguard Worker "in int intAttrib;\n"
65*8975f5c5SAndroid Build Coastguard Worker "in vec2 position;\n"
66*8975f5c5SAndroid Build Coastguard Worker "flat out int attrib;\n"
67*8975f5c5SAndroid Build Coastguard Worker "void main() {\n"
68*8975f5c5SAndroid Build Coastguard Worker " gl_Position = vec4(position, 0, 1);\n"
69*8975f5c5SAndroid Build Coastguard Worker " attrib = intAttrib;\n"
70*8975f5c5SAndroid Build Coastguard Worker "}";
71*8975f5c5SAndroid Build Coastguard Worker
72*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
73*8975f5c5SAndroid Build Coastguard Worker "#version 300 es\n"
74*8975f5c5SAndroid Build Coastguard Worker "flat in int attrib;\n"
75*8975f5c5SAndroid Build Coastguard Worker "out int fragColor;\n"
76*8975f5c5SAndroid Build Coastguard Worker "void main() {\n"
77*8975f5c5SAndroid Build Coastguard Worker " fragColor = attrib;\n"
78*8975f5c5SAndroid Build Coastguard Worker "}";
79*8975f5c5SAndroid Build Coastguard Worker
80*8975f5c5SAndroid Build Coastguard Worker std::vector<std::string> tfVaryings;
81*8975f5c5SAndroid Build Coastguard Worker tfVaryings.push_back("attrib");
82*8975f5c5SAndroid Build Coastguard Worker mProgram = CompileProgramWithTransformFeedback(kVS, kFS, tfVaryings, GL_SEPARATE_ATTRIBS);
83*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(0u, mProgram);
84*8975f5c5SAndroid Build Coastguard Worker
85*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &mTexture);
86*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTexture);
87*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32I, getWindowWidth(), getWindowHeight());
88*8975f5c5SAndroid Build Coastguard Worker
89*8975f5c5SAndroid Build Coastguard Worker glGenFramebuffers(1, &mFramebuffer);
90*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
91*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
92*8975f5c5SAndroid Build Coastguard Worker
93*8975f5c5SAndroid Build Coastguard Worker mIntAttribLocation = glGetAttribLocation(mProgram, "intAttrib");
94*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, mIntAttribLocation);
95*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mIntAttribLocation);
96*8975f5c5SAndroid Build Coastguard Worker
97*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
98*8975f5c5SAndroid Build Coastguard Worker }
99*8975f5c5SAndroid Build Coastguard Worker
testTearDown()100*8975f5c5SAndroid Build Coastguard Worker void testTearDown() override
101*8975f5c5SAndroid Build Coastguard Worker {
102*8975f5c5SAndroid Build Coastguard Worker if (mProgram != 0)
103*8975f5c5SAndroid Build Coastguard Worker {
104*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(mProgram);
105*8975f5c5SAndroid Build Coastguard Worker mProgram = 0;
106*8975f5c5SAndroid Build Coastguard Worker }
107*8975f5c5SAndroid Build Coastguard Worker
108*8975f5c5SAndroid Build Coastguard Worker if (mFramebuffer != 0)
109*8975f5c5SAndroid Build Coastguard Worker {
110*8975f5c5SAndroid Build Coastguard Worker glDeleteFramebuffers(1, &mFramebuffer);
111*8975f5c5SAndroid Build Coastguard Worker mFramebuffer = 0;
112*8975f5c5SAndroid Build Coastguard Worker }
113*8975f5c5SAndroid Build Coastguard Worker
114*8975f5c5SAndroid Build Coastguard Worker if (mTexture != 0)
115*8975f5c5SAndroid Build Coastguard Worker {
116*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &mTexture);
117*8975f5c5SAndroid Build Coastguard Worker mTexture = 0;
118*8975f5c5SAndroid Build Coastguard Worker }
119*8975f5c5SAndroid Build Coastguard Worker
120*8975f5c5SAndroid Build Coastguard Worker if (mTransformFeedback != 0)
121*8975f5c5SAndroid Build Coastguard Worker {
122*8975f5c5SAndroid Build Coastguard Worker glDeleteTransformFeedbacks(1, &mTransformFeedback);
123*8975f5c5SAndroid Build Coastguard Worker mTransformFeedback = 0;
124*8975f5c5SAndroid Build Coastguard Worker }
125*8975f5c5SAndroid Build Coastguard Worker
126*8975f5c5SAndroid Build Coastguard Worker if (mBuffer != 0)
127*8975f5c5SAndroid Build Coastguard Worker {
128*8975f5c5SAndroid Build Coastguard Worker glDeleteBuffers(1, &mBuffer);
129*8975f5c5SAndroid Build Coastguard Worker mBuffer = 0;
130*8975f5c5SAndroid Build Coastguard Worker }
131*8975f5c5SAndroid Build Coastguard Worker }
132*8975f5c5SAndroid Build Coastguard Worker
133*8975f5c5SAndroid Build Coastguard Worker GLuint mProgram;
134*8975f5c5SAndroid Build Coastguard Worker GLuint mFramebuffer;
135*8975f5c5SAndroid Build Coastguard Worker GLuint mTexture;
136*8975f5c5SAndroid Build Coastguard Worker GLuint mTransformFeedback;
137*8975f5c5SAndroid Build Coastguard Worker GLuint mBuffer;
138*8975f5c5SAndroid Build Coastguard Worker GLint mIntAttribLocation;
139*8975f5c5SAndroid Build Coastguard Worker };
140*8975f5c5SAndroid Build Coastguard Worker
141*8975f5c5SAndroid Build Coastguard Worker // Test drawing a simple triangle with flat shading, and different valued vertices.
TEST_P(ProvokingVertexTest,FlatTriangle)142*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexTest, FlatTriangle)
143*8975f5c5SAndroid Build Coastguard Worker {
144*8975f5c5SAndroid Build Coastguard Worker GLint vertexData[] = {1, 2, 3, 1, 2, 3};
145*8975f5c5SAndroid Build Coastguard Worker glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData);
146*8975f5c5SAndroid Build Coastguard Worker
147*8975f5c5SAndroid Build Coastguard Worker drawQuad(mProgram, "position", 0.5f);
148*8975f5c5SAndroid Build Coastguard Worker
149*8975f5c5SAndroid Build Coastguard Worker GLint pixelValue[4] = {0};
150*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, &pixelValue);
151*8975f5c5SAndroid Build Coastguard Worker
152*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
153*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(vertexData[2], pixelValue[0]);
154*8975f5c5SAndroid Build Coastguard Worker }
155*8975f5c5SAndroid Build Coastguard Worker
156*8975f5c5SAndroid Build Coastguard Worker // Ensure that any provoking vertex shenanigans still gives correct vertex streams.
TEST_P(ProvokingVertexTest,FlatTriWithTransformFeedback)157*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexTest, FlatTriWithTransformFeedback)
158*8975f5c5SAndroid Build Coastguard Worker {
159*8975f5c5SAndroid Build Coastguard Worker glGenTransformFeedbacks(1, &mTransformFeedback);
160*8975f5c5SAndroid Build Coastguard Worker glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
161*8975f5c5SAndroid Build Coastguard Worker
162*8975f5c5SAndroid Build Coastguard Worker glGenBuffers(1, &mBuffer);
163*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mBuffer);
164*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 128, nullptr, GL_STREAM_DRAW);
165*8975f5c5SAndroid Build Coastguard Worker
166*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mBuffer);
167*8975f5c5SAndroid Build Coastguard Worker
168*8975f5c5SAndroid Build Coastguard Worker GLint vertexData[] = {1, 2, 3, 1, 2, 3};
169*8975f5c5SAndroid Build Coastguard Worker glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData);
170*8975f5c5SAndroid Build Coastguard Worker
171*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
172*8975f5c5SAndroid Build Coastguard Worker glBeginTransformFeedback(GL_TRIANGLES);
173*8975f5c5SAndroid Build Coastguard Worker drawQuad(mProgram, "position", 0.5f);
174*8975f5c5SAndroid Build Coastguard Worker glEndTransformFeedback();
175*8975f5c5SAndroid Build Coastguard Worker glUseProgram(0);
176*8975f5c5SAndroid Build Coastguard Worker
177*8975f5c5SAndroid Build Coastguard Worker GLint pixelValue[4] = {0};
178*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, &pixelValue);
179*8975f5c5SAndroid Build Coastguard Worker
180*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
181*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(vertexData[2], pixelValue[0]);
182*8975f5c5SAndroid Build Coastguard Worker
183*8975f5c5SAndroid Build Coastguard Worker void *mapPointer =
184*8975f5c5SAndroid Build Coastguard Worker glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(int) * 6, GL_MAP_READ_BIT);
185*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(nullptr, mapPointer);
186*8975f5c5SAndroid Build Coastguard Worker
187*8975f5c5SAndroid Build Coastguard Worker int *mappedInts = static_cast<int *>(mapPointer);
188*8975f5c5SAndroid Build Coastguard Worker for (unsigned int cnt = 0; cnt < 6; ++cnt)
189*8975f5c5SAndroid Build Coastguard Worker {
190*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(vertexData[cnt], mappedInts[cnt]);
191*8975f5c5SAndroid Build Coastguard Worker }
192*8975f5c5SAndroid Build Coastguard Worker }
193*8975f5c5SAndroid Build Coastguard Worker
194*8975f5c5SAndroid Build Coastguard Worker // Test drawing a simple line with flat shading, and different valued vertices.
TEST_P(ProvokingVertexTest,FlatLine)195*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexTest, FlatLine)
196*8975f5c5SAndroid Build Coastguard Worker {
197*8975f5c5SAndroid Build Coastguard Worker GLfloat halfPixel = 1.0f / static_cast<GLfloat>(getWindowWidth());
198*8975f5c5SAndroid Build Coastguard Worker
199*8975f5c5SAndroid Build Coastguard Worker GLint vertexData[] = {1, 2};
200*8975f5c5SAndroid Build Coastguard Worker GLfloat positionData[] = {-1.0f + halfPixel, -1.0f, -1.0f + halfPixel, 1.0f};
201*8975f5c5SAndroid Build Coastguard Worker
202*8975f5c5SAndroid Build Coastguard Worker glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData);
203*8975f5c5SAndroid Build Coastguard Worker
204*8975f5c5SAndroid Build Coastguard Worker GLint positionLocation = glGetAttribLocation(mProgram, "position");
205*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(positionLocation);
206*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, positionData);
207*8975f5c5SAndroid Build Coastguard Worker
208*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
209*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_LINES, 0, 2);
210*8975f5c5SAndroid Build Coastguard Worker
211*8975f5c5SAndroid Build Coastguard Worker GLint pixelValue[4] = {0};
212*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, &pixelValue);
213*8975f5c5SAndroid Build Coastguard Worker
214*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
215*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(vertexData[1], pixelValue[0]);
216*8975f5c5SAndroid Build Coastguard Worker }
217*8975f5c5SAndroid Build Coastguard Worker
218*8975f5c5SAndroid Build Coastguard Worker // Test drawing a simple line with flat shading, and different valued vertices.
TEST_P(ProvokingVertexTest,FlatLineWithFirstIndex)219*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexTest, FlatLineWithFirstIndex)
220*8975f5c5SAndroid Build Coastguard Worker {
221*8975f5c5SAndroid Build Coastguard Worker GLfloat halfPixel = 1.0f / static_cast<GLfloat>(getWindowWidth());
222*8975f5c5SAndroid Build Coastguard Worker
223*8975f5c5SAndroid Build Coastguard Worker GLint vertexData[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2};
224*8975f5c5SAndroid Build Coastguard Worker GLfloat positionData[] = {0,
225*8975f5c5SAndroid Build Coastguard Worker 0,
226*8975f5c5SAndroid Build Coastguard Worker 0,
227*8975f5c5SAndroid Build Coastguard Worker 0,
228*8975f5c5SAndroid Build Coastguard Worker 0,
229*8975f5c5SAndroid Build Coastguard Worker 0,
230*8975f5c5SAndroid Build Coastguard Worker 0,
231*8975f5c5SAndroid Build Coastguard Worker 0,
232*8975f5c5SAndroid Build Coastguard Worker 0,
233*8975f5c5SAndroid Build Coastguard Worker 0,
234*8975f5c5SAndroid Build Coastguard Worker 0,
235*8975f5c5SAndroid Build Coastguard Worker 0,
236*8975f5c5SAndroid Build Coastguard Worker 0,
237*8975f5c5SAndroid Build Coastguard Worker 0,
238*8975f5c5SAndroid Build Coastguard Worker 0,
239*8975f5c5SAndroid Build Coastguard Worker 0,
240*8975f5c5SAndroid Build Coastguard Worker 0,
241*8975f5c5SAndroid Build Coastguard Worker 0,
242*8975f5c5SAndroid Build Coastguard Worker 0,
243*8975f5c5SAndroid Build Coastguard Worker 0,
244*8975f5c5SAndroid Build Coastguard Worker -1.0f + halfPixel,
245*8975f5c5SAndroid Build Coastguard Worker -1.0f,
246*8975f5c5SAndroid Build Coastguard Worker -1.0f + halfPixel,
247*8975f5c5SAndroid Build Coastguard Worker 1.0f};
248*8975f5c5SAndroid Build Coastguard Worker
249*8975f5c5SAndroid Build Coastguard Worker glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData);
250*8975f5c5SAndroid Build Coastguard Worker
251*8975f5c5SAndroid Build Coastguard Worker GLint positionLocation = glGetAttribLocation(mProgram, "position");
252*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(positionLocation);
253*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, positionData);
254*8975f5c5SAndroid Build Coastguard Worker
255*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
256*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_LINES, 10, 2);
257*8975f5c5SAndroid Build Coastguard Worker
258*8975f5c5SAndroid Build Coastguard Worker GLint pixelValue[4] = {0};
259*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, &pixelValue);
260*8975f5c5SAndroid Build Coastguard Worker
261*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
262*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(vertexData[11], pixelValue[0]);
263*8975f5c5SAndroid Build Coastguard Worker }
264*8975f5c5SAndroid Build Coastguard Worker
265*8975f5c5SAndroid Build Coastguard Worker // Test drawing a simple triangle strip with flat shading, and different valued vertices.
TEST_P(ProvokingVertexTest,FlatTriStrip)266*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexTest, FlatTriStrip)
267*8975f5c5SAndroid Build Coastguard Worker {
268*8975f5c5SAndroid Build Coastguard Worker GLint vertexData[] = {1, 2, 3, 4, 5, 6};
269*8975f5c5SAndroid Build Coastguard Worker GLfloat positionData[] = {-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f,
270*8975f5c5SAndroid Build Coastguard Worker 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
271*8975f5c5SAndroid Build Coastguard Worker
272*8975f5c5SAndroid Build Coastguard Worker glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData);
273*8975f5c5SAndroid Build Coastguard Worker
274*8975f5c5SAndroid Build Coastguard Worker GLint positionLocation = glGetAttribLocation(mProgram, "position");
275*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(positionLocation);
276*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, positionData);
277*8975f5c5SAndroid Build Coastguard Worker
278*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
279*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLE_STRIP, 0, 6);
280*8975f5c5SAndroid Build Coastguard Worker
281*8975f5c5SAndroid Build Coastguard Worker std::vector<GLint> pixelBuffer(getWindowWidth() * getWindowHeight() * 4, 0);
282*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA_INTEGER, GL_INT,
283*8975f5c5SAndroid Build Coastguard Worker &pixelBuffer[0]);
284*8975f5c5SAndroid Build Coastguard Worker
285*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
286*8975f5c5SAndroid Build Coastguard Worker
287*8975f5c5SAndroid Build Coastguard Worker for (unsigned int triIndex = 0; triIndex < 4; ++triIndex)
288*8975f5c5SAndroid Build Coastguard Worker {
289*8975f5c5SAndroid Build Coastguard Worker GLfloat sumX = positionData[triIndex * 2 + 0] + positionData[triIndex * 2 + 2] +
290*8975f5c5SAndroid Build Coastguard Worker positionData[triIndex * 2 + 4];
291*8975f5c5SAndroid Build Coastguard Worker GLfloat sumY = positionData[triIndex * 2 + 1] + positionData[triIndex * 2 + 3] +
292*8975f5c5SAndroid Build Coastguard Worker positionData[triIndex * 2 + 5];
293*8975f5c5SAndroid Build Coastguard Worker
294*8975f5c5SAndroid Build Coastguard Worker float centerX = sumX / 3.0f * 0.5f + 0.5f;
295*8975f5c5SAndroid Build Coastguard Worker float centerY = sumY / 3.0f * 0.5f + 0.5f;
296*8975f5c5SAndroid Build Coastguard Worker unsigned int pixelX =
297*8975f5c5SAndroid Build Coastguard Worker static_cast<unsigned int>(centerX * static_cast<GLfloat>(getWindowWidth()));
298*8975f5c5SAndroid Build Coastguard Worker unsigned int pixelY =
299*8975f5c5SAndroid Build Coastguard Worker static_cast<unsigned int>(centerY * static_cast<GLfloat>(getWindowHeight()));
300*8975f5c5SAndroid Build Coastguard Worker unsigned int pixelIndex = pixelY * getWindowWidth() + pixelX;
301*8975f5c5SAndroid Build Coastguard Worker
302*8975f5c5SAndroid Build Coastguard Worker unsigned int provokingVertexIndex = triIndex + 2;
303*8975f5c5SAndroid Build Coastguard Worker
304*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(vertexData[provokingVertexIndex], pixelBuffer[pixelIndex * 4]);
305*8975f5c5SAndroid Build Coastguard Worker }
306*8975f5c5SAndroid Build Coastguard Worker }
307*8975f5c5SAndroid Build Coastguard Worker
308*8975f5c5SAndroid Build Coastguard Worker // Test drawing an indexed triangle strip with flat shading and primitive restart.
TEST_P(ProvokingVertexTest,FlatTriStripPrimitiveRestart)309*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexTest, FlatTriStripPrimitiveRestart)
310*8975f5c5SAndroid Build Coastguard Worker {
311*8975f5c5SAndroid Build Coastguard Worker // TODO(jmadill): Implement on the D3D back-end.
312*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsD3D11());
313*8975f5c5SAndroid Build Coastguard Worker
314*8975f5c5SAndroid Build Coastguard Worker GLint indexData[] = {0, 1, 2, -1, 1, 2, 3, 4, -1, 3, 4, 5};
315*8975f5c5SAndroid Build Coastguard Worker GLint vertexData[] = {1, 2, 3, 4, 5, 6};
316*8975f5c5SAndroid Build Coastguard Worker GLfloat positionData[] = {-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f,
317*8975f5c5SAndroid Build Coastguard Worker 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
318*8975f5c5SAndroid Build Coastguard Worker
319*8975f5c5SAndroid Build Coastguard Worker glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData);
320*8975f5c5SAndroid Build Coastguard Worker
321*8975f5c5SAndroid Build Coastguard Worker GLint positionLocation = glGetAttribLocation(mProgram, "position");
322*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(positionLocation);
323*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, positionData);
324*8975f5c5SAndroid Build Coastguard Worker
325*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_CULL_FACE);
326*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
327*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
328*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLE_STRIP, 12, GL_UNSIGNED_INT, indexData);
329*8975f5c5SAndroid Build Coastguard Worker
330*8975f5c5SAndroid Build Coastguard Worker std::vector<GLint> pixelBuffer(getWindowWidth() * getWindowHeight() * 4, 0);
331*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA_INTEGER, GL_INT,
332*8975f5c5SAndroid Build Coastguard Worker &pixelBuffer[0]);
333*8975f5c5SAndroid Build Coastguard Worker
334*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
335*8975f5c5SAndroid Build Coastguard Worker
336*8975f5c5SAndroid Build Coastguard Worker // Account for primitive restart when checking the tris.
337*8975f5c5SAndroid Build Coastguard Worker GLint triOffsets[] = {0, 4, 5, 9};
338*8975f5c5SAndroid Build Coastguard Worker
339*8975f5c5SAndroid Build Coastguard Worker for (unsigned int triIndex = 0; triIndex < 4; ++triIndex)
340*8975f5c5SAndroid Build Coastguard Worker {
341*8975f5c5SAndroid Build Coastguard Worker GLint vertexA = indexData[triOffsets[triIndex] + 0];
342*8975f5c5SAndroid Build Coastguard Worker GLint vertexB = indexData[triOffsets[triIndex] + 1];
343*8975f5c5SAndroid Build Coastguard Worker GLint vertexC = indexData[triOffsets[triIndex] + 2];
344*8975f5c5SAndroid Build Coastguard Worker
345*8975f5c5SAndroid Build Coastguard Worker GLfloat sumX =
346*8975f5c5SAndroid Build Coastguard Worker positionData[vertexA * 2] + positionData[vertexB * 2] + positionData[vertexC * 2];
347*8975f5c5SAndroid Build Coastguard Worker GLfloat sumY = positionData[vertexA * 2 + 1] + positionData[vertexB * 2 + 1] +
348*8975f5c5SAndroid Build Coastguard Worker positionData[vertexC * 2 + 1];
349*8975f5c5SAndroid Build Coastguard Worker
350*8975f5c5SAndroid Build Coastguard Worker float centerX = sumX / 3.0f * 0.5f + 0.5f;
351*8975f5c5SAndroid Build Coastguard Worker float centerY = sumY / 3.0f * 0.5f + 0.5f;
352*8975f5c5SAndroid Build Coastguard Worker unsigned int pixelX =
353*8975f5c5SAndroid Build Coastguard Worker static_cast<unsigned int>(centerX * static_cast<GLfloat>(getWindowWidth()));
354*8975f5c5SAndroid Build Coastguard Worker unsigned int pixelY =
355*8975f5c5SAndroid Build Coastguard Worker static_cast<unsigned int>(centerY * static_cast<GLfloat>(getWindowHeight()));
356*8975f5c5SAndroid Build Coastguard Worker unsigned int pixelIndex = pixelY * getWindowWidth() + pixelX;
357*8975f5c5SAndroid Build Coastguard Worker
358*8975f5c5SAndroid Build Coastguard Worker unsigned int provokingVertexIndex = triIndex + 2;
359*8975f5c5SAndroid Build Coastguard Worker
360*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(vertexData[provokingVertexIndex], pixelBuffer[pixelIndex * 4]);
361*8975f5c5SAndroid Build Coastguard Worker }
362*8975f5c5SAndroid Build Coastguard Worker }
363*8975f5c5SAndroid Build Coastguard Worker
364*8975f5c5SAndroid Build Coastguard Worker // Test with FRONT_CONVENTION if we have ANGLE_provoking_vertex.
TEST_P(ProvokingVertexTest,ANGLEProvokingVertex)365*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexTest, ANGLEProvokingVertex)
366*8975f5c5SAndroid Build Coastguard Worker {
367*8975f5c5SAndroid Build Coastguard Worker int32_t vertexData[] = {1, 2, 3};
368*8975f5c5SAndroid Build Coastguard Worker float positionData[] = {-1.0f, -1.0f, 3.0f, -1.0f, -1.0f, 3.0f};
369*8975f5c5SAndroid Build Coastguard Worker
370*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mIntAttribLocation);
371*8975f5c5SAndroid Build Coastguard Worker glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData);
372*8975f5c5SAndroid Build Coastguard Worker
373*8975f5c5SAndroid Build Coastguard Worker GLint positionLocation = glGetAttribLocation(mProgram, "position");
374*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(positionLocation);
375*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, positionData);
376*8975f5c5SAndroid Build Coastguard Worker
377*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
378*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
379*8975f5c5SAndroid Build Coastguard Worker
380*8975f5c5SAndroid Build Coastguard Worker const auto &fnExpectId = [&](int id) {
381*8975f5c5SAndroid Build Coastguard Worker const int32_t zero[4] = {};
382*8975f5c5SAndroid Build Coastguard Worker glClearBufferiv(GL_COLOR, 0, zero);
383*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 3);
384*8975f5c5SAndroid Build Coastguard Worker
385*8975f5c5SAndroid Build Coastguard Worker int32_t pixelValue[4] = {0};
386*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, &pixelValue);
387*8975f5c5SAndroid Build Coastguard Worker
388*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
389*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(vertexData[id], pixelValue[0]);
390*8975f5c5SAndroid Build Coastguard Worker };
391*8975f5c5SAndroid Build Coastguard Worker
392*8975f5c5SAndroid Build Coastguard Worker fnExpectId(2);
393*8975f5c5SAndroid Build Coastguard Worker
394*8975f5c5SAndroid Build Coastguard Worker const bool hasExt = IsGLExtensionEnabled("GL_ANGLE_provoking_vertex");
395*8975f5c5SAndroid Build Coastguard Worker if (IsD3D11())
396*8975f5c5SAndroid Build Coastguard Worker {
397*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(hasExt);
398*8975f5c5SAndroid Build Coastguard Worker }
399*8975f5c5SAndroid Build Coastguard Worker if (hasExt)
400*8975f5c5SAndroid Build Coastguard Worker {
401*8975f5c5SAndroid Build Coastguard Worker GLint mode;
402*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_PROVOKING_VERTEX_ANGLE, &mode);
403*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(mode, GL_LAST_VERTEX_CONVENTION_ANGLE);
404*8975f5c5SAndroid Build Coastguard Worker
405*8975f5c5SAndroid Build Coastguard Worker glProvokingVertexANGLE(GL_FIRST_VERTEX_CONVENTION_ANGLE);
406*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_PROVOKING_VERTEX_ANGLE, &mode);
407*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(mode, GL_FIRST_VERTEX_CONVENTION_ANGLE);
408*8975f5c5SAndroid Build Coastguard Worker
409*8975f5c5SAndroid Build Coastguard Worker fnExpectId(0);
410*8975f5c5SAndroid Build Coastguard Worker }
411*8975f5c5SAndroid Build Coastguard Worker }
412*8975f5c5SAndroid Build Coastguard Worker
413*8975f5c5SAndroid Build Coastguard Worker // Tests that alternating between drawing with flat and interpolated varyings works.
TEST_P(ProvokingVertexTest,DrawWithBothFlatAndInterpolatedVarying)414*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexTest, DrawWithBothFlatAndInterpolatedVarying)
415*8975f5c5SAndroid Build Coastguard Worker {
416*8975f5c5SAndroid Build Coastguard Worker constexpr char kFlatVS[] = R"(#version 300 es
417*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) in vec4 position;
418*8975f5c5SAndroid Build Coastguard Worker layout(location = 1) in vec4 color;
419*8975f5c5SAndroid Build Coastguard Worker flat out highp vec4 v_color;
420*8975f5c5SAndroid Build Coastguard Worker void main() {
421*8975f5c5SAndroid Build Coastguard Worker gl_Position = position;
422*8975f5c5SAndroid Build Coastguard Worker v_color = color;
423*8975f5c5SAndroid Build Coastguard Worker }
424*8975f5c5SAndroid Build Coastguard Worker )";
425*8975f5c5SAndroid Build Coastguard Worker
426*8975f5c5SAndroid Build Coastguard Worker constexpr char kFlatFS[] = R"(#version 300 es
427*8975f5c5SAndroid Build Coastguard Worker precision highp float;
428*8975f5c5SAndroid Build Coastguard Worker flat in highp vec4 v_color;
429*8975f5c5SAndroid Build Coastguard Worker out vec4 fragColor;
430*8975f5c5SAndroid Build Coastguard Worker void main() {
431*8975f5c5SAndroid Build Coastguard Worker fragColor = v_color;
432*8975f5c5SAndroid Build Coastguard Worker }
433*8975f5c5SAndroid Build Coastguard Worker )";
434*8975f5c5SAndroid Build Coastguard Worker
435*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] = R"(#version 300 es
436*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) in vec4 position;
437*8975f5c5SAndroid Build Coastguard Worker layout(location = 1) in vec4 color;
438*8975f5c5SAndroid Build Coastguard Worker out vec4 v_color;
439*8975f5c5SAndroid Build Coastguard Worker void main() {
440*8975f5c5SAndroid Build Coastguard Worker gl_Position = position;
441*8975f5c5SAndroid Build Coastguard Worker v_color = color;
442*8975f5c5SAndroid Build Coastguard Worker }
443*8975f5c5SAndroid Build Coastguard Worker )";
444*8975f5c5SAndroid Build Coastguard Worker
445*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 300 es
446*8975f5c5SAndroid Build Coastguard Worker precision highp float;
447*8975f5c5SAndroid Build Coastguard Worker in vec4 v_color;
448*8975f5c5SAndroid Build Coastguard Worker out vec4 fragColor;
449*8975f5c5SAndroid Build Coastguard Worker void main() {
450*8975f5c5SAndroid Build Coastguard Worker fragColor = v_color;
451*8975f5c5SAndroid Build Coastguard Worker }
452*8975f5c5SAndroid Build Coastguard Worker )";
453*8975f5c5SAndroid Build Coastguard Worker
454*8975f5c5SAndroid Build Coastguard Worker GLProgram varyingProgram;
455*8975f5c5SAndroid Build Coastguard Worker varyingProgram.makeRaster(kVS, kFS);
456*8975f5c5SAndroid Build Coastguard Worker GLProgram mProgram;
457*8975f5c5SAndroid Build Coastguard Worker mProgram.makeRaster(kFlatVS, kFlatFS);
458*8975f5c5SAndroid Build Coastguard Worker
459*8975f5c5SAndroid Build Coastguard Worker constexpr GLuint posNdx = 0;
460*8975f5c5SAndroid Build Coastguard Worker constexpr GLuint colorNdx = 1;
461*8975f5c5SAndroid Build Coastguard Worker
462*8975f5c5SAndroid Build Coastguard Worker static float positions[] = {
463*8975f5c5SAndroid Build Coastguard Worker -1, -1, 1, -1, -1, 1,
464*8975f5c5SAndroid Build Coastguard Worker };
465*8975f5c5SAndroid Build Coastguard Worker
466*8975f5c5SAndroid Build Coastguard Worker static GLColor colors[] = {
467*8975f5c5SAndroid Build Coastguard Worker GLColor::red,
468*8975f5c5SAndroid Build Coastguard Worker GLColor::green,
469*8975f5c5SAndroid Build Coastguard Worker GLColor::blue,
470*8975f5c5SAndroid Build Coastguard Worker };
471*8975f5c5SAndroid Build Coastguard Worker
472*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, 0);
473*8975f5c5SAndroid Build Coastguard Worker glClearColor(0, 0, 0, 0);
474*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
475*8975f5c5SAndroid Build Coastguard Worker
476*8975f5c5SAndroid Build Coastguard Worker GLBuffer mPositionBuffer;
477*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, mPositionBuffer);
478*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
479*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posNdx);
480*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posNdx, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
481*8975f5c5SAndroid Build Coastguard Worker
482*8975f5c5SAndroid Build Coastguard Worker GLBuffer mColorBuffer;
483*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, mColorBuffer);
484*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
485*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(colorNdx);
486*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(colorNdx, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
487*8975f5c5SAndroid Build Coastguard Worker
488*8975f5c5SAndroid Build Coastguard Worker glUseProgram(varyingProgram);
489*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 3);
490*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
491*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 3);
492*8975f5c5SAndroid Build Coastguard Worker glUseProgram(varyingProgram);
493*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 3);
494*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
495*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 3);
496*8975f5c5SAndroid Build Coastguard Worker
497*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
498*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
499*8975f5c5SAndroid Build Coastguard Worker }
500*8975f5c5SAndroid Build Coastguard Worker
501*8975f5c5SAndroid Build Coastguard Worker class ProvokingVertexBufferUpdateTest : public ANGLETest<>
502*8975f5c5SAndroid Build Coastguard Worker {
503*8975f5c5SAndroid Build Coastguard Worker protected:
504*8975f5c5SAndroid Build Coastguard Worker static constexpr size_t kWidth = 64;
505*8975f5c5SAndroid Build Coastguard Worker static constexpr size_t kHeight = 64;
ProvokingVertexBufferUpdateTest()506*8975f5c5SAndroid Build Coastguard Worker ProvokingVertexBufferUpdateTest()
507*8975f5c5SAndroid Build Coastguard Worker {
508*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(64);
509*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(64);
510*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
511*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
512*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
513*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
514*8975f5c5SAndroid Build Coastguard Worker setConfigDepthBits(24);
515*8975f5c5SAndroid Build Coastguard Worker }
516*8975f5c5SAndroid Build Coastguard Worker
testSetUp()517*8975f5c5SAndroid Build Coastguard Worker void testSetUp() override
518*8975f5c5SAndroid Build Coastguard Worker {
519*8975f5c5SAndroid Build Coastguard Worker constexpr char kFlatVS[] = R"(#version 300 es
520*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) in vec4 position;
521*8975f5c5SAndroid Build Coastguard Worker layout(location = 1) in vec4 color;
522*8975f5c5SAndroid Build Coastguard Worker flat out highp vec4 v_color;
523*8975f5c5SAndroid Build Coastguard Worker void main() {
524*8975f5c5SAndroid Build Coastguard Worker gl_Position = position;
525*8975f5c5SAndroid Build Coastguard Worker v_color = color;
526*8975f5c5SAndroid Build Coastguard Worker }
527*8975f5c5SAndroid Build Coastguard Worker )";
528*8975f5c5SAndroid Build Coastguard Worker
529*8975f5c5SAndroid Build Coastguard Worker constexpr char kFlatFS[] = R"(#version 300 es
530*8975f5c5SAndroid Build Coastguard Worker precision highp float;
531*8975f5c5SAndroid Build Coastguard Worker flat in highp vec4 v_color;
532*8975f5c5SAndroid Build Coastguard Worker out vec4 fragColor;
533*8975f5c5SAndroid Build Coastguard Worker void main() {
534*8975f5c5SAndroid Build Coastguard Worker fragColor = v_color;
535*8975f5c5SAndroid Build Coastguard Worker }
536*8975f5c5SAndroid Build Coastguard Worker )";
537*8975f5c5SAndroid Build Coastguard Worker
538*8975f5c5SAndroid Build Coastguard Worker mProgram.makeRaster(kFlatVS, kFlatFS);
539*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
540*8975f5c5SAndroid Build Coastguard Worker
541*8975f5c5SAndroid Build Coastguard Worker ASSERT(kWidth % 2 == 0);
542*8975f5c5SAndroid Build Coastguard Worker ASSERT(kHeight > 1);
543*8975f5c5SAndroid Build Coastguard Worker
544*8975f5c5SAndroid Build Coastguard Worker constexpr GLuint posNdx = 0;
545*8975f5c5SAndroid Build Coastguard Worker constexpr GLuint colorNdx = 1;
546*8975f5c5SAndroid Build Coastguard Worker
547*8975f5c5SAndroid Build Coastguard Worker const size_t numQuads = kWidth / 2;
548*8975f5c5SAndroid Build Coastguard Worker const size_t numVertsPerQuad = 4;
549*8975f5c5SAndroid Build Coastguard Worker std::vector<Vector2> positions;
550*8975f5c5SAndroid Build Coastguard Worker std::vector<GLColor> colors;
551*8975f5c5SAndroid Build Coastguard Worker
552*8975f5c5SAndroid Build Coastguard Worker const size_t mNumVertsToDrawPerQuad = 6;
553*8975f5c5SAndroid Build Coastguard Worker mNumVertsToDraw = mNumVertsToDrawPerQuad * numQuads;
554*8975f5c5SAndroid Build Coastguard Worker
555*8975f5c5SAndroid Build Coastguard Worker for (size_t i = 0; i < numQuads; ++i)
556*8975f5c5SAndroid Build Coastguard Worker {
557*8975f5c5SAndroid Build Coastguard Worker float x0 = float(i + 0) / float(numQuads) * 2.0f - 1.0f;
558*8975f5c5SAndroid Build Coastguard Worker float x1 = float(i + 1) / float(numQuads) * 2.0f - 1.0f;
559*8975f5c5SAndroid Build Coastguard Worker
560*8975f5c5SAndroid Build Coastguard Worker positions.push_back(Vector2(x0, -1)); // 2--3
561*8975f5c5SAndroid Build Coastguard Worker positions.push_back(Vector2(x1, -1)); // | |
562*8975f5c5SAndroid Build Coastguard Worker positions.push_back(Vector2(x0, 1)); // 0--1
563*8975f5c5SAndroid Build Coastguard Worker positions.push_back(Vector2(x1, 1));
564*8975f5c5SAndroid Build Coastguard Worker
565*8975f5c5SAndroid Build Coastguard Worker colors.push_back(GLColor::red);
566*8975f5c5SAndroid Build Coastguard Worker colors.push_back(GLColor::green);
567*8975f5c5SAndroid Build Coastguard Worker colors.push_back(GLColor::blue);
568*8975f5c5SAndroid Build Coastguard Worker colors.push_back(GLColor::yellow);
569*8975f5c5SAndroid Build Coastguard Worker
570*8975f5c5SAndroid Build Coastguard Worker size_t offset = i * numVertsPerQuad;
571*8975f5c5SAndroid Build Coastguard Worker
572*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.push_back(offset + 0);
573*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.push_back(offset + 1);
574*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.push_back(offset + 2); // blue
575*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.push_back(offset + 2);
576*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.push_back(offset + 1);
577*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.push_back(offset + 3); // yellow
578*8975f5c5SAndroid Build Coastguard Worker
579*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.push_back(offset + 1);
580*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.push_back(offset + 2);
581*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.push_back(offset + 0); // red
582*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.push_back(offset + 3);
583*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.push_back(offset + 2);
584*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.push_back(offset + 1); // green
585*8975f5c5SAndroid Build Coastguard Worker
586*8975f5c5SAndroid Build Coastguard Worker mIndicesGreenBlue.push_back(offset + 2);
587*8975f5c5SAndroid Build Coastguard Worker mIndicesGreenBlue.push_back(offset + 0);
588*8975f5c5SAndroid Build Coastguard Worker mIndicesGreenBlue.push_back(offset + 1); // green
589*8975f5c5SAndroid Build Coastguard Worker mIndicesGreenBlue.push_back(offset + 1);
590*8975f5c5SAndroid Build Coastguard Worker mIndicesGreenBlue.push_back(offset + 3);
591*8975f5c5SAndroid Build Coastguard Worker mIndicesGreenBlue.push_back(offset + 2); // blue
592*8975f5c5SAndroid Build Coastguard Worker }
593*8975f5c5SAndroid Build Coastguard Worker
594*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, 0);
595*8975f5c5SAndroid Build Coastguard Worker glClearColor(0, 0, 0, 0);
596*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
597*8975f5c5SAndroid Build Coastguard Worker
598*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, mPositionBuffer);
599*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, sizeOfVectorContents(positions), positions.data(),
600*8975f5c5SAndroid Build Coastguard Worker GL_STATIC_DRAW);
601*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posNdx);
602*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posNdx, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
603*8975f5c5SAndroid Build Coastguard Worker
604*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, mColorBuffer);
605*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, sizeOfVectorContents(colors), colors.data(), GL_STATIC_DRAW);
606*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(colorNdx);
607*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(colorNdx, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
608*8975f5c5SAndroid Build Coastguard Worker
609*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
610*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
611*8975f5c5SAndroid Build Coastguard Worker }
612*8975f5c5SAndroid Build Coastguard Worker
testTearDown()613*8975f5c5SAndroid Build Coastguard Worker void testTearDown() override {}
614*8975f5c5SAndroid Build Coastguard Worker
615*8975f5c5SAndroid Build Coastguard Worker size_t mNumVertsToDraw;
616*8975f5c5SAndroid Build Coastguard Worker GLProgram mProgram;
617*8975f5c5SAndroid Build Coastguard Worker GLBuffer mPositionBuffer;
618*8975f5c5SAndroid Build Coastguard Worker GLBuffer mColorBuffer;
619*8975f5c5SAndroid Build Coastguard Worker GLBuffer mIndexBuffer;
620*8975f5c5SAndroid Build Coastguard Worker std::vector<GLushort> mIndicesBlueYellow;
621*8975f5c5SAndroid Build Coastguard Worker std::vector<GLushort> mIndicesRedGreen;
622*8975f5c5SAndroid Build Coastguard Worker std::vector<GLushort> mIndicesGreenBlue;
623*8975f5c5SAndroid Build Coastguard Worker };
624*8975f5c5SAndroid Build Coastguard Worker
625*8975f5c5SAndroid Build Coastguard Worker // Tests that updating the index buffer via BufferData more than once works with flat interpolation
626*8975f5c5SAndroid Build Coastguard Worker // The backend may queue the updates so the test tests that we draw after the buffer has been
627*8975f5c5SAndroid Build Coastguard Worker // updated.
TEST_P(ProvokingVertexBufferUpdateTest,DrawFlatWith2BufferUpdates)628*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexBufferUpdateTest, DrawFlatWith2BufferUpdates)
629*8975f5c5SAndroid Build Coastguard Worker {
630*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesBlueYellow),
631*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.data(), GL_STREAM_DRAW);
632*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesRedGreen),
633*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.data(), GL_STREAM_DRAW);
634*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
635*8975f5c5SAndroid Build Coastguard Worker checkFlatQuadColors(kWidth, kHeight, GLColor::red, GLColor::green);
636*8975f5c5SAndroid Build Coastguard Worker }
637*8975f5c5SAndroid Build Coastguard Worker
638*8975f5c5SAndroid Build Coastguard Worker // Tests that updating the index buffer more than once with a draw in between updates works with
639*8975f5c5SAndroid Build Coastguard Worker // flat interpolation The backend may queue the updates so the test tests that we draw after the
640*8975f5c5SAndroid Build Coastguard Worker // buffer has been updated.
TEST_P(ProvokingVertexBufferUpdateTest,DrawFlatWithBufferUpdateBetweenDraws)641*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexBufferUpdateTest, DrawFlatWithBufferUpdateBetweenDraws)
642*8975f5c5SAndroid Build Coastguard Worker {
643*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesBlueYellow),
644*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.data(), GL_STREAM_DRAW);
645*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
646*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesRedGreen),
647*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.data(), GL_STREAM_DRAW);
648*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
649*8975f5c5SAndroid Build Coastguard Worker checkFlatQuadColors(kWidth, kHeight, GLColor::red, GLColor::green);
650*8975f5c5SAndroid Build Coastguard Worker }
651*8975f5c5SAndroid Build Coastguard Worker
652*8975f5c5SAndroid Build Coastguard Worker // Tests that updating the index buffer with BufferSubData works with flat interpolation
653*8975f5c5SAndroid Build Coastguard Worker // The backend may queue the updates so the test tests that we draw after the buffer has been
654*8975f5c5SAndroid Build Coastguard Worker // updated.
TEST_P(ProvokingVertexBufferUpdateTest,DrawFlatWithBufferSubUpdate)655*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexBufferUpdateTest, DrawFlatWithBufferSubUpdate)
656*8975f5c5SAndroid Build Coastguard Worker {
657*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesBlueYellow),
658*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.data(), GL_STREAM_DRAW);
659*8975f5c5SAndroid Build Coastguard Worker glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeOfVectorContents(mIndicesRedGreen),
660*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.data());
661*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
662*8975f5c5SAndroid Build Coastguard Worker checkFlatQuadColors(kWidth, kHeight, GLColor::red, GLColor::green);
663*8975f5c5SAndroid Build Coastguard Worker }
664*8975f5c5SAndroid Build Coastguard Worker
665*8975f5c5SAndroid Build Coastguard Worker // Tests that updating the index buffer with BufferSubData after drawing works with flat
666*8975f5c5SAndroid Build Coastguard Worker // interpolation The backend may queue the updates so the test tests that we draw after the buffer
667*8975f5c5SAndroid Build Coastguard Worker // has been updated.
TEST_P(ProvokingVertexBufferUpdateTest,DrawFlatWithBufferSubUpdateBetweenDraws)668*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexBufferUpdateTest, DrawFlatWithBufferSubUpdateBetweenDraws)
669*8975f5c5SAndroid Build Coastguard Worker {
670*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesBlueYellow),
671*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.data(), GL_STREAM_DRAW);
672*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
673*8975f5c5SAndroid Build Coastguard Worker glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeOfVectorContents(mIndicesRedGreen),
674*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.data());
675*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
676*8975f5c5SAndroid Build Coastguard Worker checkFlatQuadColors(kWidth, kHeight, GLColor::red, GLColor::green);
677*8975f5c5SAndroid Build Coastguard Worker }
678*8975f5c5SAndroid Build Coastguard Worker
679*8975f5c5SAndroid Build Coastguard Worker // Tests that updating the index buffer twice with BufferSubData works with flat interpolation
680*8975f5c5SAndroid Build Coastguard Worker // The backend may queue the updates so the test tests that we draw after the buffer has been
681*8975f5c5SAndroid Build Coastguard Worker // updated.
TEST_P(ProvokingVertexBufferUpdateTest,DrawFlatWith2BufferSubUpdates)682*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexBufferUpdateTest, DrawFlatWith2BufferSubUpdates)
683*8975f5c5SAndroid Build Coastguard Worker {
684*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesBlueYellow),
685*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.data(), GL_STREAM_DRAW);
686*8975f5c5SAndroid Build Coastguard Worker glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeOfVectorContents(mIndicesRedGreen),
687*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.data());
688*8975f5c5SAndroid Build Coastguard Worker glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeOfVectorContents(mIndicesGreenBlue),
689*8975f5c5SAndroid Build Coastguard Worker mIndicesGreenBlue.data());
690*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
691*8975f5c5SAndroid Build Coastguard Worker checkFlatQuadColors(kWidth, kHeight, GLColor::green, GLColor::blue);
692*8975f5c5SAndroid Build Coastguard Worker }
693*8975f5c5SAndroid Build Coastguard Worker
694*8975f5c5SAndroid Build Coastguard Worker // Tests that updating the index buffer with BufferSubData works after drawing with flat
695*8975f5c5SAndroid Build Coastguard Worker // interpolation The backend may queue the updates so the test tests that we draw after the buffer
696*8975f5c5SAndroid Build Coastguard Worker // has been updated.
TEST_P(ProvokingVertexBufferUpdateTest,DrawFlatWith2BufferSubUpdatesBetweenDraws)697*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexBufferUpdateTest, DrawFlatWith2BufferSubUpdatesBetweenDraws)
698*8975f5c5SAndroid Build Coastguard Worker {
699*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesBlueYellow),
700*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.data(), GL_STREAM_DRAW);
701*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
702*8975f5c5SAndroid Build Coastguard Worker glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeOfVectorContents(mIndicesRedGreen),
703*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.data());
704*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
705*8975f5c5SAndroid Build Coastguard Worker glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeOfVectorContents(mIndicesGreenBlue),
706*8975f5c5SAndroid Build Coastguard Worker mIndicesGreenBlue.data());
707*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
708*8975f5c5SAndroid Build Coastguard Worker checkFlatQuadColors(kWidth, kHeight, GLColor::green, GLColor::blue);
709*8975f5c5SAndroid Build Coastguard Worker }
710*8975f5c5SAndroid Build Coastguard Worker
711*8975f5c5SAndroid Build Coastguard Worker // Tests that updating the index buffer via multiple calls to BufferSubData works with flat
712*8975f5c5SAndroid Build Coastguard Worker // interpolation The backend may queue the updates so the test tests that we draw after the buffer
713*8975f5c5SAndroid Build Coastguard Worker // has been updated.
TEST_P(ProvokingVertexBufferUpdateTest,DrawFlatWithPartialBufferSubUpdates)714*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexBufferUpdateTest, DrawFlatWithPartialBufferSubUpdates)
715*8975f5c5SAndroid Build Coastguard Worker {
716*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesBlueYellow),
717*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.data(), GL_STREAM_DRAW);
718*8975f5c5SAndroid Build Coastguard Worker glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeOfVectorContents(mIndicesRedGreen) / 2,
719*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.data());
720*8975f5c5SAndroid Build Coastguard Worker glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesRedGreen) / 2,
721*8975f5c5SAndroid Build Coastguard Worker sizeOfVectorContents(mIndicesRedGreen) / 2,
722*8975f5c5SAndroid Build Coastguard Worker &mIndicesRedGreen[mIndicesRedGreen.size() / 2]);
723*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
724*8975f5c5SAndroid Build Coastguard Worker checkFlatQuadColors(kWidth, kHeight, GLColor::red, GLColor::green);
725*8975f5c5SAndroid Build Coastguard Worker }
726*8975f5c5SAndroid Build Coastguard Worker
727*8975f5c5SAndroid Build Coastguard Worker // Tests that updating the index buffer via multiple calls to BufferSubData and drawing before the
728*8975f5c5SAndroid Build Coastguard Worker // update works with flat interpolation The backend may queue the updates so the test tests that we
729*8975f5c5SAndroid Build Coastguard Worker // draw after the buffer has been updated.
TEST_P(ProvokingVertexBufferUpdateTest,DrawFlatWithPartialBufferSubUpdatesBetweenDraws)730*8975f5c5SAndroid Build Coastguard Worker TEST_P(ProvokingVertexBufferUpdateTest, DrawFlatWithPartialBufferSubUpdatesBetweenDraws)
731*8975f5c5SAndroid Build Coastguard Worker {
732*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesBlueYellow),
733*8975f5c5SAndroid Build Coastguard Worker mIndicesBlueYellow.data(), GL_STREAM_DRAW);
734*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
735*8975f5c5SAndroid Build Coastguard Worker glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeOfVectorContents(mIndicesRedGreen) / 2,
736*8975f5c5SAndroid Build Coastguard Worker mIndicesRedGreen.data());
737*8975f5c5SAndroid Build Coastguard Worker glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, sizeOfVectorContents(mIndicesRedGreen) / 2,
738*8975f5c5SAndroid Build Coastguard Worker sizeOfVectorContents(mIndicesRedGreen) / 2,
739*8975f5c5SAndroid Build Coastguard Worker &mIndicesRedGreen[mIndicesRedGreen.size() / 2]);
740*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, mNumVertsToDraw, GL_UNSIGNED_SHORT, nullptr);
741*8975f5c5SAndroid Build Coastguard Worker checkFlatQuadColors(kWidth, kHeight, GLColor::red, GLColor::green);
742*8975f5c5SAndroid Build Coastguard Worker }
743*8975f5c5SAndroid Build Coastguard Worker
744*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProvokingVertexTest);
745*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(ProvokingVertexTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES(), ES3_METAL());
746*8975f5c5SAndroid Build Coastguard Worker
747*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProvokingVertexBufferUpdateTest);
748*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(ProvokingVertexBufferUpdateTest,
749*8975f5c5SAndroid Build Coastguard Worker ES3_D3D11(),
750*8975f5c5SAndroid Build Coastguard Worker ES3_OPENGL(),
751*8975f5c5SAndroid Build Coastguard Worker ES3_OPENGLES(),
752*8975f5c5SAndroid Build Coastguard Worker ES3_METAL());
753*8975f5c5SAndroid Build Coastguard Worker
754*8975f5c5SAndroid Build Coastguard Worker } // anonymous namespace
755