compiler_render_tests: Turn on VS and FS uniform block tests

This commit is contained in:
Cody Northrop 2014-10-20 11:51:06 -06:00 committed by Courtney Goeltzenleuchter
parent 081c73e6c6
commit 7f3ce56a9c

View File

@ -142,10 +142,15 @@ public:
void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleFSUniformBlock(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleVSUniformBlock(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleVSFSUniformBlock(const char *vertShaderText, const char *fragShaderText);
void DrawTexturedTriangle(const char *vertShaderText, const char *fragShaderText);
void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineVSFSUniformBlock(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineSingleTextureAndSampler(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void DrawRotatedTriangleTest();
@ -843,6 +848,108 @@ void XglRenderTest::DrawTriangleVSUniform(const char *vertShaderText, const char
}
}
void XglRenderTest::DrawTriangleVSUniformBlock(const char *vertShaderText, const char *fragShaderText)
{
// sourced from DrawTriangleVSUniform
XGL_PIPELINE pipeline;
XGL_SHADER vs, ps;
XGL_RESULT err;
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
vertShaderText, &vs));
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
fragShaderText, &ps));
ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps));
/*
* Shaders are now part of the pipeline, don't need these anymore
*/
ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
// Let's populate our buffer with the following:
// vec4 red;
// vec4 green;
// vec4 blue;
// vec4 white;
const int valCount = 4 * 4;
const float bufferVals[valCount] = { 1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0 };
InitConstantBuffer(valCount, sizeof(bufferVals[0]), (const void*) bufferVals);
// Create descriptor set for a uniform resource
const int slotCount = 1;
XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
descriptorInfo.slots = slotCount;
// create a descriptor set with a single slot
err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
// bind memory to the descriptor set
err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
// write the constant buffer view to the descriptor set
xglBeginDescriptorSetUpdate( m_rsrcDescSet );
xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
xglEndDescriptorSetUpdate( m_rsrcDescSet );
// Build command buffer
err = xglBeginCommandBuffer(m_cmdBuffer, 0);
ASSERT_XGL_SUCCESS(err);
GenerateClearAndPrepareBufferCmds();
GenerateBindRenderTargetCmd();
GenerateBindStateAndPipelineCmds(&pipeline);
// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
// render the cube
xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
// prepare the back buffer for present
// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
// transitionToPresent.image = m_image;
// transitionToPresent.oldState = m_image_state;
// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
// transitionToPresent.subresourceRange = srRange;
// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
// finalize recording of the command buffer
err = xglEndCommandBuffer( m_cmdBuffer );
ASSERT_XGL_SUCCESS( err );
// this command buffer only uses the vertex buffer memory
m_numMemRefs = 0;
// m_memRefs[0].flags = 0;
// m_memRefs[0].mem = m_vtxBufferMemory;
// submit the command buffer to the universal queue
err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
ASSERT_XGL_SUCCESS( err );
err = xglQueueWaitIdle( m_device->m_queue );
ASSERT_XGL_SUCCESS( err );
// Wait for work to finish before cleaning up.
xglDeviceWaitIdle(m_device->device());
RecordImage(m_renderTarget);
}
void XglRenderTest::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
{
XGL_RESULT err;
@ -1067,6 +1174,107 @@ void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER v
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::CreatePipelineVSFSUniformBlock(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
{
// this is based on CreatePipelineVSUniform
XGL_RESULT err;
XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
const int slots = 1; // Uniform buffer only
// Create descriptor set for our one resource
XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
descriptorInfo.slots = slots;
// create a descriptor set with a single slot
err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
// bind memory to the descriptor set
err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
slotInfo[0].shaderEntityIndex = 0;
slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vs_stage.pNext = XGL_NULL_HANDLE;
vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
vs_stage.shader.shader = vs;
vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
vs_stage.shader.linkConstBufferCount = 0;
vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ps_stage.pNext = &vs_stage;
ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
ps_stage.shader.shader = ps;
ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
ps_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
ps_stage.shader.linkConstBufferCount = 0;
ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
&ps_stage, // pNext
XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
XGL_FALSE, // disableVertexReuse
XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
XGL_FALSE, // primitiveRestartEnable
0 // primitiveRestartIndex
};
XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
&ia_state,
XGL_FALSE, // depthClipEnable
XGL_FALSE, // rasterizerDiscardEnable
1.0 // pointSize
};
XGL_PIPELINE_CB_STATE cb_state = {
XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
&rs_state,
XGL_FALSE, // alphaToCoverageEnable
XGL_FALSE, // dualSourceBlendEnable
XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
{ // XGL_PIPELINE_CB_ATTACHMENT_STATE
{
XGL_FALSE, // blendEnable
m_render_target_fmt, // XGL_FORMAT
0xF // channelWriteMask
}
}
};
// TODO: Should take depth buffer format from queried formats
XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
&cb_state,
{XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
};
info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.pNext = &db_state;
info.flags = 0;
err = xglCreateGraphicsPipeline(device(), &info, pipeline);
ASSERT_XGL_SUCCESS(err);
err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::CreatePipelineSingleTextureAndSampler(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
{
// based on CreatePipelineVSUniform
@ -1240,6 +1448,216 @@ void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, cons
}
void XglRenderTest::DrawTriangleFSUniformBlock(const char *vertShaderText, const char *fragShaderText)
{
// probably sourced from DrawTriangleTwoUniformsFS
XGL_PIPELINE pipeline;
XGL_SHADER vs, ps;
XGL_RESULT err;
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
vertShaderText, &vs));
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
fragShaderText, &ps));
ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
/*
* Shaders are now part of the pipeline, don't need these anymore
*/
ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
// Let's populate our buffer with the following:
// vec4 red;
// vec4 green;
// vec4 blue;
// vec4 white;
const int valCount = 4 * 4;
const float bufferVals[valCount] = { 1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0 };
InitConstantBuffer(valCount, sizeof(bufferVals[0]), (const void*) bufferVals);
// Create descriptor set for a uniform resource
const int slotCount = 1;
XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
descriptorInfo.slots = slotCount;
// create a descriptor set with a single slot
err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
// bind memory to the descriptor set
err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
// write the constant buffer view to the descriptor set
xglBeginDescriptorSetUpdate( m_rsrcDescSet );
xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
xglEndDescriptorSetUpdate( m_rsrcDescSet );
// Build command buffer
err = xglBeginCommandBuffer(m_cmdBuffer, 0);
ASSERT_XGL_SUCCESS(err);
GenerateClearAndPrepareBufferCmds();
GenerateBindRenderTargetCmd();
GenerateBindStateAndPipelineCmds(&pipeline);
// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
// render the cube
xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
// prepare the back buffer for present
// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
// transitionToPresent.image = m_image;
// transitionToPresent.oldState = m_image_state;
// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
// transitionToPresent.subresourceRange = srRange;
// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
// finalize recording of the command buffer
err = xglEndCommandBuffer( m_cmdBuffer );
ASSERT_XGL_SUCCESS( err );
// this command buffer only uses the vertex buffer memory
m_numMemRefs = 0;
// m_memRefs[0].flags = 0;
// m_memRefs[0].mem = m_vtxBufferMemory;
// submit the command buffer to the universal queue
err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
ASSERT_XGL_SUCCESS( err );
err = xglQueueWaitIdle( m_device->m_queue );
ASSERT_XGL_SUCCESS( err );
// Wait for work to finish before cleaning up.
xglDeviceWaitIdle(m_device->device());
RecordImage(m_renderTarget);
}
void XglRenderTest::DrawTriangleVSFSUniformBlock(const char *vertShaderText, const char *fragShaderText)
{
// this is sourced from DrawTriangleFSUniformBlock
XGL_PIPELINE pipeline;
XGL_SHADER vs, ps;
XGL_RESULT err;
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
vertShaderText, &vs));
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
fragShaderText, &ps));
ASSERT_NO_FATAL_FAILURE(CreatePipelineVSFSUniformBlock(&pipeline, vs, ps));
/*
* Shaders are now part of the pipeline, don't need these anymore
*/
ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
// Let's populate our buffer with the following:
// vec4 red;
// vec4 green;
// vec4 blue;
// vec4 white;
const int valCount = 4 * 4;
const float bufferVals[valCount] = { 1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0 };
InitConstantBuffer(valCount, sizeof(bufferVals[0]), (const void*) bufferVals);
// Create descriptor set for a uniform resource
const int slotCount = 1;
XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
descriptorInfo.slots = slotCount;
// create a descriptor set with a single slot
err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
// bind memory to the descriptor set
err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
// write the constant buffer view to the descriptor set
xglBeginDescriptorSetUpdate( m_rsrcDescSet );
xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
xglEndDescriptorSetUpdate( m_rsrcDescSet );
// Build command buffer
err = xglBeginCommandBuffer(m_cmdBuffer, 0);
ASSERT_XGL_SUCCESS(err);
GenerateClearAndPrepareBufferCmds();
GenerateBindRenderTargetCmd();
GenerateBindStateAndPipelineCmds(&pipeline);
// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
// render the cube
xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
// prepare the back buffer for present
// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
// transitionToPresent.image = m_image;
// transitionToPresent.oldState = m_image_state;
// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
// transitionToPresent.subresourceRange = srRange;
// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
// finalize recording of the command buffer
err = xglEndCommandBuffer( m_cmdBuffer );
ASSERT_XGL_SUCCESS( err );
// this command buffer only uses the vertex buffer memory
m_numMemRefs = 0;
// m_memRefs[0].flags = 0;
// m_memRefs[0].mem = m_vtxBufferMemory;
// submit the command buffer to the universal queue
err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
ASSERT_XGL_SUCCESS( err );
err = xglQueueWaitIdle( m_device->m_queue );
ASSERT_XGL_SUCCESS( err );
// Wait for work to finish before cleaning up.
xglDeviceWaitIdle(m_device->device());
RecordImage(m_renderTarget);
}
TEST_F(XglRenderTest, GreenTriangle)
{
static const char *vertShaderText =
@ -1443,6 +1861,122 @@ TEST_F(XglRenderTest, TriangleVSUniform)
// DrawTriangleVSUniform(vertShaderText, fragShaderText, Model);
}
TEST_F(XglRenderTest, TriangleFSUniformBlock)
{
// The expected result from this test is a blue triangle
static const char *vertShaderText =
"#version 130\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"layout (std140) uniform bufferVals {\n"
" vec4 red;\n"
" vec4 green;\n"
" vec4 blue;\n"
" vec4 white;\n"
"} myBufferVals;\n"
"void main() {\n"
" gl_FragColor = myBufferVals.blue;\n"
"}\n";
DrawTriangleFSUniformBlock(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, TriangleVSUniformBlock)
{
// The expected result from this test is a blue triangle
static const char *vertShaderText =
"#version 140\n"
"out vec4 outColor;\n"
"layout (std140) uniform bufferVals {\n"
" vec4 red;\n"
" vec4 green;\n"
" vec4 blue;\n"
" vec4 white;\n"
"} myBufferVals;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" outColor = myBufferVals.blue;\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"in vec4 inColor;\n"
"void main() {\n"
" gl_FragColor = inColor;\n"
"}\n";
DrawTriangleVSUniformBlock(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, TriangleVSFSUniformBlock)
{
// The expected result from this test is a green triangle
// Note the buffer is shared between stages, idenitical layout
static const char *vertShaderText =
"#version 140\n"
"out vec4 outRed;\n"
"out vec4 outGreen;\n"
"out vec4 outBlue;\n"
"out vec4 outWhite;\n"
"layout (std140) uniform bufferVals {\n"
" vec4 red;\n"
" vec4 green;\n"
" vec4 blue;\n"
" vec4 white;\n"
"} myBufferVals;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" outRed = myBufferVals.red;\n"
" outGreen = myBufferVals.green;\n"
" outBlue = myBufferVals.blue;\n"
" outWhite = myBufferVals.white;\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
"in vec4 inRed;\n"
"in vec4 inGreen;\n"
"in vec4 inBlue;\n"
"in vec4 inWhite;\n"
"layout (std140) uniform bufferVals {\n"
" vec4 red;\n"
" vec4 green;\n"
" vec4 blue;\n"
" vec4 white;\n"
"} myBufferVals;\n"
"void main() {\n"
" if (inRed == myBufferVals.red && \n"
" inGreen == myBufferVals.green && \n"
" inBlue == myBufferVals.blue && \n"
" inWhite == myBufferVals.white) \n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
" else\n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
DrawTriangleVSFSUniformBlock(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, TexturedTriangle)
{
static const char *vertShaderText =