xref: /aosp_15_r20/external/angle/src/tests/gl_tests/DrawElementsTest.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
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 // DrawElementsTest:
7*8975f5c5SAndroid Build Coastguard Worker //   Tests for indexed draws.
8*8975f5c5SAndroid Build Coastguard Worker //
9*8975f5c5SAndroid Build Coastguard Worker 
10*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
11*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
12*8975f5c5SAndroid Build Coastguard Worker 
13*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
14*8975f5c5SAndroid Build Coastguard Worker 
15*8975f5c5SAndroid Build Coastguard Worker namespace
16*8975f5c5SAndroid Build Coastguard Worker {
17*8975f5c5SAndroid Build Coastguard Worker 
18*8975f5c5SAndroid Build Coastguard Worker class DrawElementsTest : public ANGLETest<>
19*8975f5c5SAndroid Build Coastguard Worker {
20*8975f5c5SAndroid Build Coastguard Worker   protected:
DrawElementsTest()21*8975f5c5SAndroid Build Coastguard Worker     DrawElementsTest() : mProgram(0u)
22*8975f5c5SAndroid Build Coastguard Worker     {
23*8975f5c5SAndroid Build Coastguard Worker         setWindowWidth(64);
24*8975f5c5SAndroid Build Coastguard Worker         setWindowHeight(64);
25*8975f5c5SAndroid Build Coastguard Worker         setConfigRedBits(8);
26*8975f5c5SAndroid Build Coastguard Worker         setConfigGreenBits(8);
27*8975f5c5SAndroid Build Coastguard Worker         setConfigBlueBits(8);
28*8975f5c5SAndroid Build Coastguard Worker         setConfigAlphaBits(8);
29*8975f5c5SAndroid Build Coastguard Worker     }
30*8975f5c5SAndroid Build Coastguard Worker 
~DrawElementsTest()31*8975f5c5SAndroid Build Coastguard Worker     ~DrawElementsTest()
32*8975f5c5SAndroid Build Coastguard Worker     {
33*8975f5c5SAndroid Build Coastguard Worker         for (GLuint indexBuffer : mIndexBuffers)
34*8975f5c5SAndroid Build Coastguard Worker         {
35*8975f5c5SAndroid Build Coastguard Worker             if (indexBuffer != 0)
36*8975f5c5SAndroid Build Coastguard Worker             {
37*8975f5c5SAndroid Build Coastguard Worker                 glDeleteBuffers(1, &indexBuffer);
38*8975f5c5SAndroid Build Coastguard Worker             }
39*8975f5c5SAndroid Build Coastguard Worker         }
40*8975f5c5SAndroid Build Coastguard Worker 
41*8975f5c5SAndroid Build Coastguard Worker         for (GLuint vertexArray : mVertexArrays)
42*8975f5c5SAndroid Build Coastguard Worker         {
43*8975f5c5SAndroid Build Coastguard Worker             if (vertexArray != 0)
44*8975f5c5SAndroid Build Coastguard Worker             {
45*8975f5c5SAndroid Build Coastguard Worker                 glDeleteVertexArrays(1, &vertexArray);
46*8975f5c5SAndroid Build Coastguard Worker             }
47*8975f5c5SAndroid Build Coastguard Worker         }
48*8975f5c5SAndroid Build Coastguard Worker 
49*8975f5c5SAndroid Build Coastguard Worker         for (GLuint vertexBuffer : mVertexBuffers)
50*8975f5c5SAndroid Build Coastguard Worker         {
51*8975f5c5SAndroid Build Coastguard Worker             if (vertexBuffer != 0)
52*8975f5c5SAndroid Build Coastguard Worker             {
53*8975f5c5SAndroid Build Coastguard Worker                 glDeleteBuffers(1, &vertexBuffer);
54*8975f5c5SAndroid Build Coastguard Worker             }
55*8975f5c5SAndroid Build Coastguard Worker         }
56*8975f5c5SAndroid Build Coastguard Worker 
57*8975f5c5SAndroid Build Coastguard Worker         if (mProgram != 0u)
58*8975f5c5SAndroid Build Coastguard Worker         {
59*8975f5c5SAndroid Build Coastguard Worker             glDeleteProgram(mProgram);
60*8975f5c5SAndroid Build Coastguard Worker         }
61*8975f5c5SAndroid Build Coastguard Worker     }
62*8975f5c5SAndroid Build Coastguard Worker 
63*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLuint> mIndexBuffers;
64*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLuint> mVertexArrays;
65*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLuint> mVertexBuffers;
66*8975f5c5SAndroid Build Coastguard Worker     GLuint mProgram;
67*8975f5c5SAndroid Build Coastguard Worker };
68*8975f5c5SAndroid Build Coastguard Worker 
69*8975f5c5SAndroid Build Coastguard Worker class WebGLDrawElementsTest : public DrawElementsTest
70*8975f5c5SAndroid Build Coastguard Worker {
71*8975f5c5SAndroid Build Coastguard Worker   public:
WebGLDrawElementsTest()72*8975f5c5SAndroid Build Coastguard Worker     WebGLDrawElementsTest() { setWebGLCompatibilityEnabled(true); }
73*8975f5c5SAndroid Build Coastguard Worker };
74*8975f5c5SAndroid Build Coastguard Worker 
75*8975f5c5SAndroid Build Coastguard Worker // Test no error is generated when using client-side arrays, indices = nullptr and count = 0
TEST_P(DrawElementsTest,ClientSideNullptrArrayZeroCount)76*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawElementsTest, ClientSideNullptrArrayZeroCount)
77*8975f5c5SAndroid Build Coastguard Worker {
78*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] =
79*8975f5c5SAndroid Build Coastguard Worker         "attribute vec3 a_pos;\n"
80*8975f5c5SAndroid Build Coastguard Worker         "void main()\n"
81*8975f5c5SAndroid Build Coastguard Worker         "{\n"
82*8975f5c5SAndroid Build Coastguard Worker         "    gl_Position = vec4(a_pos, 1.0);\n"
83*8975f5c5SAndroid Build Coastguard Worker         "}\n";
84*8975f5c5SAndroid Build Coastguard Worker 
85*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Blue());
86*8975f5c5SAndroid Build Coastguard Worker 
87*8975f5c5SAndroid Build Coastguard Worker     GLint posLocation = glGetAttribLocation(program, "a_pos");
88*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, posLocation);
89*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
90*8975f5c5SAndroid Build Coastguard Worker 
91*8975f5c5SAndroid Build Coastguard Worker     const auto &vertices = GetQuadVertices();
92*8975f5c5SAndroid Build Coastguard Worker 
93*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexBuffer;
94*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
95*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
96*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
97*8975f5c5SAndroid Build Coastguard Worker 
98*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
99*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(posLocation);
100*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
101*8975f5c5SAndroid Build Coastguard Worker 
102*8975f5c5SAndroid Build Coastguard Worker     // "If drawElements is called with a count greater than zero, and no WebGLBuffer is bound to the
103*8975f5c5SAndroid Build Coastguard Worker     // ELEMENT_ARRAY_BUFFER binding point, an INVALID_OPERATION error is generated."
104*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 1, GL_UNSIGNED_BYTE, nullptr);
105*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_ERROR(GL_INVALID_OPERATION);
106*8975f5c5SAndroid Build Coastguard Worker 
107*8975f5c5SAndroid Build Coastguard Worker     // count == 0 so it's fine to have no element array buffer bound.
108*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_BYTE, nullptr);
109*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
110*8975f5c5SAndroid Build Coastguard Worker }
111*8975f5c5SAndroid Build Coastguard Worker 
112*8975f5c5SAndroid Build Coastguard Worker // Test uploading part of an index buffer after deleting a vertex array
113*8975f5c5SAndroid Build Coastguard Worker // previously used for DrawElements.
TEST_P(DrawElementsTest,DeleteVertexArrayAndUploadIndex)114*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawElementsTest, DeleteVertexArrayAndUploadIndex)
115*8975f5c5SAndroid Build Coastguard Worker {
116*8975f5c5SAndroid Build Coastguard Worker     const auto &vertices = GetIndexedQuadVertices();
117*8975f5c5SAndroid Build Coastguard Worker     const auto &indices  = GetQuadIndices();
118*8975f5c5SAndroid Build Coastguard Worker 
119*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(programDrawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
120*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(programDrawRed);
121*8975f5c5SAndroid Build Coastguard Worker 
122*8975f5c5SAndroid Build Coastguard Worker     GLint posLocation = glGetAttribLocation(programDrawRed, essl3_shaders::PositionAttrib());
123*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, posLocation);
124*8975f5c5SAndroid Build Coastguard Worker 
125*8975f5c5SAndroid Build Coastguard Worker     GLuint vertexArray;
126*8975f5c5SAndroid Build Coastguard Worker     glGenVertexArrays(1, &vertexArray);
127*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray);
128*8975f5c5SAndroid Build Coastguard Worker 
129*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexBuffer;
130*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
131*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
132*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
133*8975f5c5SAndroid Build Coastguard Worker 
134*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
135*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(posLocation);
136*8975f5c5SAndroid Build Coastguard Worker 
137*8975f5c5SAndroid Build Coastguard Worker     GLBuffer indexBuffer;
138*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
139*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
140*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
141*8975f5c5SAndroid Build Coastguard Worker 
142*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
143*8975f5c5SAndroid Build Coastguard Worker 
144*8975f5c5SAndroid Build Coastguard Worker     glDeleteVertexArrays(1, &vertexArray);
145*8975f5c5SAndroid Build Coastguard Worker 
146*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
147*8975f5c5SAndroid Build Coastguard Worker 
148*8975f5c5SAndroid Build Coastguard Worker     // Could crash here if the observer binding from the vertex array doesn't get
149*8975f5c5SAndroid Build Coastguard Worker     // removed on vertex array destruction.
150*8975f5c5SAndroid Build Coastguard Worker     glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(indices[0]) * 3, indices.data());
151*8975f5c5SAndroid Build Coastguard Worker 
152*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
153*8975f5c5SAndroid Build Coastguard Worker }
154*8975f5c5SAndroid Build Coastguard Worker 
155*8975f5c5SAndroid Build Coastguard Worker // Test VAO switch is handling cached element array buffer properly along with line loop mode
156*8975f5c5SAndroid Build Coastguard Worker // switch.
TEST_P(DrawElementsTest,LineLoopTriangles)157*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawElementsTest, LineLoopTriangles)
158*8975f5c5SAndroid Build Coastguard Worker {
159*8975f5c5SAndroid Build Coastguard Worker     const auto &vertices                    = GetIndexedQuadVertices();
160*8975f5c5SAndroid Build Coastguard Worker     constexpr std::array<GLuint, 6> indices = {{0, 1, 2, 0, 2, 3}};
161*8975f5c5SAndroid Build Coastguard Worker 
162*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(programDrawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
163*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(programDrawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue());
164*8975f5c5SAndroid Build Coastguard Worker 
165*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(programDrawRed);
166*8975f5c5SAndroid Build Coastguard Worker     GLint posLocation = glGetAttribLocation(programDrawRed, essl3_shaders::PositionAttrib());
167*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, posLocation);
168*8975f5c5SAndroid Build Coastguard Worker 
169*8975f5c5SAndroid Build Coastguard Worker     GLVertexArray vertexArray[2];
170*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexBuffer[2];
171*8975f5c5SAndroid Build Coastguard Worker 
172*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray[0]);
173*8975f5c5SAndroid Build Coastguard Worker 
174*8975f5c5SAndroid Build Coastguard Worker     GLBuffer indexBuffer;
175*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
176*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
177*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
178*8975f5c5SAndroid Build Coastguard Worker 
179*8975f5c5SAndroid Build Coastguard Worker     for (int i = 0; i < 2; i++)
180*8975f5c5SAndroid Build Coastguard Worker     {
181*8975f5c5SAndroid Build Coastguard Worker         glBindVertexArray(vertexArray[i]);
182*8975f5c5SAndroid Build Coastguard Worker         glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[i]);
183*8975f5c5SAndroid Build Coastguard Worker         glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
184*8975f5c5SAndroid Build Coastguard Worker                      GL_STATIC_DRAW);
185*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
186*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(posLocation);
187*8975f5c5SAndroid Build Coastguard Worker         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
188*8975f5c5SAndroid Build Coastguard Worker     }
189*8975f5c5SAndroid Build Coastguard Worker 
190*8975f5c5SAndroid Build Coastguard Worker     // First draw with VAO0 and line loop mode
191*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray[0]);
192*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_LINE_LOOP, 0, 4);
193*8975f5c5SAndroid Build Coastguard Worker 
194*8975f5c5SAndroid Build Coastguard Worker     // Switch to VAO1 and draw with triangle mode.
195*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray[1]);
196*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
197*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
198*8975f5c5SAndroid Build Coastguard Worker 
199*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
200*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, 0, GLColor::red);
201*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() - 1, GLColor::red);
202*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red);
203*8975f5c5SAndroid Build Coastguard Worker 
204*8975f5c5SAndroid Build Coastguard Worker     // Switch back to VAO0 and draw with triangle mode.
205*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(programDrawBlue);
206*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray[0]);
207*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
208*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
209*8975f5c5SAndroid Build Coastguard Worker 
210*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
211*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, 0, GLColor::blue);
212*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() - 1, GLColor::blue);
213*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
214*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
215*8975f5c5SAndroid Build Coastguard Worker }
216*8975f5c5SAndroid Build Coastguard Worker 
217*8975f5c5SAndroid Build Coastguard Worker // Regression test for using two VAOs, one to draw only GL_LINE_LOOPs, and
218*8975f5c5SAndroid Build Coastguard Worker // another to draw indexed triangles.
TEST_P(DrawElementsTest,LineLoopTriangles2)219*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawElementsTest, LineLoopTriangles2)
220*8975f5c5SAndroid Build Coastguard Worker {
221*8975f5c5SAndroid Build Coastguard Worker     const auto &vertices                    = GetIndexedQuadVertices();
222*8975f5c5SAndroid Build Coastguard Worker     constexpr std::array<GLuint, 6> indices = {{0, 1, 2, 0, 2, 3}};
223*8975f5c5SAndroid Build Coastguard Worker 
224*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(programDrawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
225*8975f5c5SAndroid Build Coastguard Worker 
226*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(programDrawRed);
227*8975f5c5SAndroid Build Coastguard Worker     GLint posLocation = glGetAttribLocation(programDrawRed, essl3_shaders::PositionAttrib());
228*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, posLocation);
229*8975f5c5SAndroid Build Coastguard Worker 
230*8975f5c5SAndroid Build Coastguard Worker     GLVertexArray vertexArray[2];
231*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexBuffer[2];
232*8975f5c5SAndroid Build Coastguard Worker 
233*8975f5c5SAndroid Build Coastguard Worker     GLBuffer indexBuffer;
234*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
235*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
236*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
237*8975f5c5SAndroid Build Coastguard Worker 
238*8975f5c5SAndroid Build Coastguard Worker     for (int i = 0; i < 2; i++)
239*8975f5c5SAndroid Build Coastguard Worker     {
240*8975f5c5SAndroid Build Coastguard Worker         glBindVertexArray(vertexArray[i]);
241*8975f5c5SAndroid Build Coastguard Worker         glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[i]);
242*8975f5c5SAndroid Build Coastguard Worker         glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
243*8975f5c5SAndroid Build Coastguard Worker                      GL_STATIC_DRAW);
244*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
245*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(posLocation);
246*8975f5c5SAndroid Build Coastguard Worker         if (i != 0)
247*8975f5c5SAndroid Build Coastguard Worker             glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
248*8975f5c5SAndroid Build Coastguard Worker     }
249*8975f5c5SAndroid Build Coastguard Worker 
250*8975f5c5SAndroid Build Coastguard Worker     // First draw with VAO0 and line loop mode
251*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray[0]);
252*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_LINE_LOOP, 0, 4);
253*8975f5c5SAndroid Build Coastguard Worker 
254*8975f5c5SAndroid Build Coastguard Worker     // Switch to VAO1 and draw some indexed triangles
255*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray[1]);
256*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
257*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
258*8975f5c5SAndroid Build Coastguard Worker 
259*8975f5c5SAndroid Build Coastguard Worker     // Switch back to VAO0 and do another line loop
260*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray[0]);
261*8975f5c5SAndroid Build Coastguard Worker 
262*8975f5c5SAndroid Build Coastguard Worker     // Would crash if the index buffer dirty bit got errantly set on VAO0.
263*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_LINE_LOOP, 0, 4);
264*8975f5c5SAndroid Build Coastguard Worker 
265*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
266*8975f5c5SAndroid Build Coastguard Worker }
267*8975f5c5SAndroid Build Coastguard Worker 
268*8975f5c5SAndroid Build Coastguard Worker // Test a state desync that can occur when using a streaming index buffer in GL in concert with
269*8975f5c5SAndroid Build Coastguard Worker // deleting the applied index buffer.
TEST_P(DrawElementsTest,DeletingAfterStreamingIndexes)270*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawElementsTest, DeletingAfterStreamingIndexes)
271*8975f5c5SAndroid Build Coastguard Worker {
272*8975f5c5SAndroid Build Coastguard Worker     // Init program
273*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] =
274*8975f5c5SAndroid Build Coastguard Worker         "attribute vec2 position;\n"
275*8975f5c5SAndroid Build Coastguard Worker         "attribute vec2 testFlag;\n"
276*8975f5c5SAndroid Build Coastguard Worker         "varying vec2 v_data;\n"
277*8975f5c5SAndroid Build Coastguard Worker         "void main() {\n"
278*8975f5c5SAndroid Build Coastguard Worker         "  gl_Position = vec4(position, 0, 1);\n"
279*8975f5c5SAndroid Build Coastguard Worker         "  v_data = testFlag;\n"
280*8975f5c5SAndroid Build Coastguard Worker         "}";
281*8975f5c5SAndroid Build Coastguard Worker 
282*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] =
283*8975f5c5SAndroid Build Coastguard Worker         "varying highp vec2 v_data;\n"
284*8975f5c5SAndroid Build Coastguard Worker         "void main() {\n"
285*8975f5c5SAndroid Build Coastguard Worker         "  gl_FragColor = vec4(v_data, 0, 1);\n"
286*8975f5c5SAndroid Build Coastguard Worker         "}";
287*8975f5c5SAndroid Build Coastguard Worker 
288*8975f5c5SAndroid Build Coastguard Worker     mProgram = CompileProgram(kVS, kFS);
289*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(0u, mProgram);
290*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(mProgram);
291*8975f5c5SAndroid Build Coastguard Worker 
292*8975f5c5SAndroid Build Coastguard Worker     GLint positionLocation = glGetAttribLocation(mProgram, "position");
293*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, positionLocation);
294*8975f5c5SAndroid Build Coastguard Worker 
295*8975f5c5SAndroid Build Coastguard Worker     GLint testFlagLocation = glGetAttribLocation(mProgram, "testFlag");
296*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, testFlagLocation);
297*8975f5c5SAndroid Build Coastguard Worker 
298*8975f5c5SAndroid Build Coastguard Worker     mIndexBuffers.resize(3u);
299*8975f5c5SAndroid Build Coastguard Worker     glGenBuffers(3, &mIndexBuffers[0]);
300*8975f5c5SAndroid Build Coastguard Worker 
301*8975f5c5SAndroid Build Coastguard Worker     mVertexArrays.resize(2);
302*8975f5c5SAndroid Build Coastguard Worker     glGenVertexArrays(2, &mVertexArrays[0]);
303*8975f5c5SAndroid Build Coastguard Worker 
304*8975f5c5SAndroid Build Coastguard Worker     mVertexBuffers.resize(2);
305*8975f5c5SAndroid Build Coastguard Worker     glGenBuffers(2, &mVertexBuffers[0]);
306*8975f5c5SAndroid Build Coastguard Worker 
307*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLuint> indexData[2];
308*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(0);
309*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(1);
310*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(2);
311*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(2);
312*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(3);
313*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(0);
314*8975f5c5SAndroid Build Coastguard Worker 
315*8975f5c5SAndroid Build Coastguard Worker     indexData[1] = indexData[0];
316*8975f5c5SAndroid Build Coastguard Worker     for (GLuint &item : indexData[1])
317*8975f5c5SAndroid Build Coastguard Worker     {
318*8975f5c5SAndroid Build Coastguard Worker         item += 4u;
319*8975f5c5SAndroid Build Coastguard Worker     }
320*8975f5c5SAndroid Build Coastguard Worker 
321*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLfloat> positionData = {// quad verts
322*8975f5c5SAndroid Build Coastguard Worker                                          -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
323*8975f5c5SAndroid Build Coastguard Worker                                          // Repeat position data
324*8975f5c5SAndroid Build Coastguard Worker                                          -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
325*8975f5c5SAndroid Build Coastguard Worker 
326*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLfloat> testFlagData = {// red
327*8975f5c5SAndroid Build Coastguard Worker                                          1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
328*8975f5c5SAndroid Build Coastguard Worker                                          // green
329*8975f5c5SAndroid Build Coastguard Worker                                          0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f};
330*8975f5c5SAndroid Build Coastguard Worker 
331*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
332*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[0].size(), &indexData[0][0],
333*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
334*8975f5c5SAndroid Build Coastguard Worker 
335*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[2]);
336*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[0].size(), &indexData[0][0],
337*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
338*8975f5c5SAndroid Build Coastguard Worker 
339*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[1]);
340*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[1].size(), &indexData[1][0],
341*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
342*8975f5c5SAndroid Build Coastguard Worker 
343*8975f5c5SAndroid Build Coastguard Worker     // Initialize first vertex array with second index buffer
344*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(mVertexArrays[0]);
345*8975f5c5SAndroid Build Coastguard Worker 
346*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[1]);
347*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[0]);
348*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
349*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
350*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
351*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(positionLocation);
352*8975f5c5SAndroid Build Coastguard Worker 
353*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[1]);
354*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * testFlagData.size(), &testFlagData[0],
355*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
356*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(testFlagLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
357*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(testFlagLocation);
358*8975f5c5SAndroid Build Coastguard Worker 
359*8975f5c5SAndroid Build Coastguard Worker     // Initialize second vertex array with first index buffer
360*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(mVertexArrays[1]);
361*8975f5c5SAndroid Build Coastguard Worker 
362*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
363*8975f5c5SAndroid Build Coastguard Worker 
364*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[0]);
365*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
366*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(positionLocation);
367*8975f5c5SAndroid Build Coastguard Worker 
368*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[1]);
369*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(testFlagLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
370*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(testFlagLocation);
371*8975f5c5SAndroid Build Coastguard Worker 
372*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
373*8975f5c5SAndroid Build Coastguard Worker 
374*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(mVertexArrays[0]);
375*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
376*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
377*8975f5c5SAndroid Build Coastguard Worker 
378*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(mVertexArrays[1]);
379*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
380*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
381*8975f5c5SAndroid Build Coastguard Worker 
382*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(mVertexArrays[0]);
383*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
384*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
385*8975f5c5SAndroid Build Coastguard Worker 
386*8975f5c5SAndroid Build Coastguard Worker     // Trigger the bug here.
387*8975f5c5SAndroid Build Coastguard Worker     glDeleteBuffers(1, &mIndexBuffers[2]);
388*8975f5c5SAndroid Build Coastguard Worker 
389*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
390*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
391*8975f5c5SAndroid Build Coastguard Worker 
392*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
393*8975f5c5SAndroid Build Coastguard Worker }
394*8975f5c5SAndroid Build Coastguard Worker 
395*8975f5c5SAndroid Build Coastguard Worker // Verify that detaching shaders after linking doesn't break draw calls
TEST_P(DrawElementsTest,DrawWithDetachedShaders)396*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawElementsTest, DrawWithDetachedShaders)
397*8975f5c5SAndroid Build Coastguard Worker {
398*8975f5c5SAndroid Build Coastguard Worker     const auto &vertices = GetIndexedQuadVertices();
399*8975f5c5SAndroid Build Coastguard Worker 
400*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexBuffer;
401*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
402*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
403*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
404*8975f5c5SAndroid Build Coastguard Worker 
405*8975f5c5SAndroid Build Coastguard Worker     GLBuffer indexBuffer;
406*8975f5c5SAndroid Build Coastguard Worker     const auto &indices = GetQuadIndices();
407*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
408*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
409*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
410*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
411*8975f5c5SAndroid Build Coastguard Worker 
412*8975f5c5SAndroid Build Coastguard Worker     GLuint vertexShader   = CompileShader(GL_VERTEX_SHADER, essl3_shaders::vs::Simple());
413*8975f5c5SAndroid Build Coastguard Worker     GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, essl3_shaders::fs::Red());
414*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(0u, vertexShader);
415*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(0u, fragmentShader);
416*8975f5c5SAndroid Build Coastguard Worker 
417*8975f5c5SAndroid Build Coastguard Worker     GLuint program = glCreateProgram();
418*8975f5c5SAndroid Build Coastguard Worker     glAttachShader(program, vertexShader);
419*8975f5c5SAndroid Build Coastguard Worker     glAttachShader(program, fragmentShader);
420*8975f5c5SAndroid Build Coastguard Worker 
421*8975f5c5SAndroid Build Coastguard Worker     glLinkProgram(program);
422*8975f5c5SAndroid Build Coastguard Worker 
423*8975f5c5SAndroid Build Coastguard Worker     GLint linkStatus;
424*8975f5c5SAndroid Build Coastguard Worker     glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
425*8975f5c5SAndroid Build Coastguard Worker     EXPECT_EQ(GL_TRUE, linkStatus);
426*8975f5c5SAndroid Build Coastguard Worker 
427*8975f5c5SAndroid Build Coastguard Worker     glDetachShader(program, vertexShader);
428*8975f5c5SAndroid Build Coastguard Worker     glDetachShader(program, fragmentShader);
429*8975f5c5SAndroid Build Coastguard Worker     glDeleteShader(vertexShader);
430*8975f5c5SAndroid Build Coastguard Worker     glDeleteShader(fragmentShader);
431*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
432*8975f5c5SAndroid Build Coastguard Worker 
433*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
434*8975f5c5SAndroid Build Coastguard Worker 
435*8975f5c5SAndroid Build Coastguard Worker     GLint posLocation = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
436*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, posLocation);
437*8975f5c5SAndroid Build Coastguard Worker 
438*8975f5c5SAndroid Build Coastguard Worker     GLVertexArray vertexArray;
439*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray);
440*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
441*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
442*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(posLocation);
443*8975f5c5SAndroid Build Coastguard Worker 
444*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
445*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
446*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
447*8975f5c5SAndroid Build Coastguard Worker 
448*8975f5c5SAndroid Build Coastguard Worker     glDeleteProgram(program);
449*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
450*8975f5c5SAndroid Build Coastguard Worker }
451*8975f5c5SAndroid Build Coastguard Worker 
452*8975f5c5SAndroid Build Coastguard Worker // Test drawing to part of the indices in an index buffer, and then all of them.
TEST_P(DrawElementsTest,PartOfIndexBufferThenAll)453*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawElementsTest, PartOfIndexBufferThenAll)
454*8975f5c5SAndroid Build Coastguard Worker {
455*8975f5c5SAndroid Build Coastguard Worker     // Init program
456*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] =
457*8975f5c5SAndroid Build Coastguard Worker         "attribute vec2 position;\n"
458*8975f5c5SAndroid Build Coastguard Worker         "attribute vec2 testFlag;\n"
459*8975f5c5SAndroid Build Coastguard Worker         "varying vec2 v_data;\n"
460*8975f5c5SAndroid Build Coastguard Worker         "void main() {\n"
461*8975f5c5SAndroid Build Coastguard Worker         "  gl_Position = vec4(position, 0, 1);\n"
462*8975f5c5SAndroid Build Coastguard Worker         "  v_data = testFlag;\n"
463*8975f5c5SAndroid Build Coastguard Worker         "}";
464*8975f5c5SAndroid Build Coastguard Worker 
465*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] =
466*8975f5c5SAndroid Build Coastguard Worker         "varying highp vec2 v_data;\n"
467*8975f5c5SAndroid Build Coastguard Worker         "void main() {\n"
468*8975f5c5SAndroid Build Coastguard Worker         "  gl_FragColor = vec4(v_data, 0, 1);\n"
469*8975f5c5SAndroid Build Coastguard Worker         "}";
470*8975f5c5SAndroid Build Coastguard Worker 
471*8975f5c5SAndroid Build Coastguard Worker     mProgram = CompileProgram(kVS, kFS);
472*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(0u, mProgram);
473*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(mProgram);
474*8975f5c5SAndroid Build Coastguard Worker 
475*8975f5c5SAndroid Build Coastguard Worker     GLint positionLocation = glGetAttribLocation(mProgram, "position");
476*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, positionLocation);
477*8975f5c5SAndroid Build Coastguard Worker 
478*8975f5c5SAndroid Build Coastguard Worker     GLint testFlagLocation = glGetAttribLocation(mProgram, "testFlag");
479*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, testFlagLocation);
480*8975f5c5SAndroid Build Coastguard Worker 
481*8975f5c5SAndroid Build Coastguard Worker     mIndexBuffers.resize(1);
482*8975f5c5SAndroid Build Coastguard Worker     glGenBuffers(1, &mIndexBuffers[0]);
483*8975f5c5SAndroid Build Coastguard Worker 
484*8975f5c5SAndroid Build Coastguard Worker     mVertexArrays.resize(1);
485*8975f5c5SAndroid Build Coastguard Worker     glGenVertexArrays(1, &mVertexArrays[0]);
486*8975f5c5SAndroid Build Coastguard Worker 
487*8975f5c5SAndroid Build Coastguard Worker     mVertexBuffers.resize(2);
488*8975f5c5SAndroid Build Coastguard Worker     glGenBuffers(2, &mVertexBuffers[0]);
489*8975f5c5SAndroid Build Coastguard Worker 
490*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLubyte> indexData[2];
491*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(0);
492*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(1);
493*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(2);
494*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(2);
495*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(3);
496*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(0);
497*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(4);
498*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(5);
499*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(6);
500*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(6);
501*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(7);
502*8975f5c5SAndroid Build Coastguard Worker     indexData[0].push_back(4);
503*8975f5c5SAndroid Build Coastguard Worker 
504*8975f5c5SAndroid Build Coastguard Worker     // Make a copy:
505*8975f5c5SAndroid Build Coastguard Worker     indexData[1] = indexData[0];
506*8975f5c5SAndroid Build Coastguard Worker 
507*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLfloat> positionData = {// quad verts
508*8975f5c5SAndroid Build Coastguard Worker                                          -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
509*8975f5c5SAndroid Build Coastguard Worker                                          // Repeat position data
510*8975f5c5SAndroid Build Coastguard Worker                                          -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
511*8975f5c5SAndroid Build Coastguard Worker 
512*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLfloat> testFlagData = {// red
513*8975f5c5SAndroid Build Coastguard Worker                                          1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
514*8975f5c5SAndroid Build Coastguard Worker                                          // green
515*8975f5c5SAndroid Build Coastguard Worker                                          0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f};
516*8975f5c5SAndroid Build Coastguard Worker 
517*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
518*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * indexData[0].size(), &indexData[0][0],
519*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
520*8975f5c5SAndroid Build Coastguard Worker 
521*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(mVertexArrays[0]);
522*8975f5c5SAndroid Build Coastguard Worker 
523*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
524*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[0]);
525*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
526*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
527*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
528*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(positionLocation);
529*8975f5c5SAndroid Build Coastguard Worker 
530*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[1]);
531*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * testFlagData.size(), &testFlagData[0],
532*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
533*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(testFlagLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
534*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(testFlagLocation);
535*8975f5c5SAndroid Build Coastguard Worker 
536*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
537*8975f5c5SAndroid Build Coastguard Worker 
538*8975f5c5SAndroid Build Coastguard Worker     // Draw with just the second set of 6 items, then first 6, and then the entire index buffer
539*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(6));
540*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
541*8975f5c5SAndroid Build Coastguard Worker 
542*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, nullptr);
543*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
544*8975f5c5SAndroid Build Coastguard Worker 
545*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_BYTE, nullptr);
546*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
547*8975f5c5SAndroid Build Coastguard Worker 
548*8975f5c5SAndroid Build Coastguard Worker     // Reload the buffer again with a copy of the same data
549*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * indexData[1].size(), &indexData[1][0],
550*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
551*8975f5c5SAndroid Build Coastguard Worker 
552*8975f5c5SAndroid Build Coastguard Worker     // Draw with just the first 6 indices, and then with the entire index buffer
553*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, nullptr);
554*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
555*8975f5c5SAndroid Build Coastguard Worker 
556*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_BYTE, nullptr);
557*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
558*8975f5c5SAndroid Build Coastguard Worker 
559*8975f5c5SAndroid Build Coastguard Worker     // Reload the buffer again with a copy of the same data
560*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * indexData[0].size(), &indexData[0][0],
561*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
562*8975f5c5SAndroid Build Coastguard Worker 
563*8975f5c5SAndroid Build Coastguard Worker     // This time, do not check color between draws (which causes a flush):
564*8975f5c5SAndroid Build Coastguard Worker     // Draw with just the second set of 6 items, then first 6, and then the entire index buffer
565*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(6));
566*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, nullptr);
567*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_BYTE, nullptr);
568*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
569*8975f5c5SAndroid Build Coastguard Worker 
570*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
571*8975f5c5SAndroid Build Coastguard Worker }
572*8975f5c5SAndroid Build Coastguard Worker 
573*8975f5c5SAndroid Build Coastguard Worker // Test that glDrawElements call with different index buffer offsets work as expected
TEST_P(DrawElementsTest,DrawElementsWithDifferentIndexBufferOffsets)574*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawElementsTest, DrawElementsWithDifferentIndexBufferOffsets)
575*8975f5c5SAndroid Build Coastguard Worker {
576*8975f5c5SAndroid Build Coastguard Worker     const std::array<Vector3, 4> &vertices = GetIndexedQuadVertices();
577*8975f5c5SAndroid Build Coastguard Worker     const std::array<GLushort, 6> &indices = GetQuadIndices();
578*8975f5c5SAndroid Build Coastguard Worker 
579*8975f5c5SAndroid Build Coastguard Worker     glClearColor(0.f, 0.f, 0.f, 1.f);
580*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_COLOR_BUFFER_BIT);
581*8975f5c5SAndroid Build Coastguard Worker 
582*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(programDrawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
583*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(programDrawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
584*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(programDrawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue());
585*8975f5c5SAndroid Build Coastguard Worker 
586*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(programDrawRed);
587*8975f5c5SAndroid Build Coastguard Worker 
588*8975f5c5SAndroid Build Coastguard Worker     GLuint vertexArray;
589*8975f5c5SAndroid Build Coastguard Worker     glGenVertexArrays(1, &vertexArray);
590*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray);
591*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexBuffer;
592*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
593*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
594*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
595*8975f5c5SAndroid Build Coastguard Worker 
596*8975f5c5SAndroid Build Coastguard Worker     GLint posLocation = glGetAttribLocation(programDrawRed, essl3_shaders::PositionAttrib());
597*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, posLocation);
598*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
599*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(posLocation);
600*8975f5c5SAndroid Build Coastguard Worker 
601*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
602*8975f5c5SAndroid Build Coastguard Worker 
603*8975f5c5SAndroid Build Coastguard Worker     // Draw both triangles of quad
604*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices.data());
605*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 1, GLColor::red);
606*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 2, GLColor::red);
607*8975f5c5SAndroid Build Coastguard Worker 
608*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(programDrawGreen);
609*8975f5c5SAndroid Build Coastguard Worker 
610*8975f5c5SAndroid Build Coastguard Worker     GLuint vertexArray1;
611*8975f5c5SAndroid Build Coastguard Worker     glGenVertexArrays(1, &vertexArray1);
612*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray1);
613*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexBuffer1;
614*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer1);
615*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
616*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
617*8975f5c5SAndroid Build Coastguard Worker 
618*8975f5c5SAndroid Build Coastguard Worker     posLocation = glGetAttribLocation(programDrawGreen, essl3_shaders::PositionAttrib());
619*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, posLocation);
620*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
621*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(posLocation);
622*8975f5c5SAndroid Build Coastguard Worker 
623*8975f5c5SAndroid Build Coastguard Worker     GLBuffer indexBuffer;
624*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
625*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
626*8975f5c5SAndroid Build Coastguard Worker                  GL_DYNAMIC_DRAW);
627*8975f5c5SAndroid Build Coastguard Worker 
628*8975f5c5SAndroid Build Coastguard Worker     // Draw right triangle of quad
629*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, reinterpret_cast<const void *>(6));
630*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 1, GLColor::red);
631*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 2, GLColor::green);
632*8975f5c5SAndroid Build Coastguard Worker 
633*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(programDrawBlue);
634*8975f5c5SAndroid Build Coastguard Worker 
635*8975f5c5SAndroid Build Coastguard Worker     glBindVertexArray(vertexArray);
636*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
637*8975f5c5SAndroid Build Coastguard Worker 
638*8975f5c5SAndroid Build Coastguard Worker     posLocation = glGetAttribLocation(programDrawBlue, essl3_shaders::PositionAttrib());
639*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, posLocation);
640*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
641*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(posLocation);
642*8975f5c5SAndroid Build Coastguard Worker 
643*8975f5c5SAndroid Build Coastguard Worker     // Draw both triangles of quad
644*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices.data());
645*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 1, GLColor::blue);
646*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 2, GLColor::blue);
647*8975f5c5SAndroid Build Coastguard Worker 
648*8975f5c5SAndroid Build Coastguard Worker     glDeleteVertexArrays(1, &vertexArray);
649*8975f5c5SAndroid Build Coastguard Worker     glDeleteVertexArrays(1, &vertexArray1);
650*8975f5c5SAndroid Build Coastguard Worker 
651*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
652*8975f5c5SAndroid Build Coastguard Worker }
653*8975f5c5SAndroid Build Coastguard Worker 
654*8975f5c5SAndroid Build Coastguard Worker // Test that the offset in the index buffer is forced to be a multiple of the element size
TEST_P(WebGLDrawElementsTest,DrawElementsTypeAlignment)655*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLDrawElementsTest, DrawElementsTypeAlignment)
656*8975f5c5SAndroid Build Coastguard Worker {
657*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] =
658*8975f5c5SAndroid Build Coastguard Worker         "attribute vec3 a_pos;\n"
659*8975f5c5SAndroid Build Coastguard Worker         "void main()\n"
660*8975f5c5SAndroid Build Coastguard Worker         "{\n"
661*8975f5c5SAndroid Build Coastguard Worker         "    gl_Position = vec4(a_pos, 1.0);\n"
662*8975f5c5SAndroid Build Coastguard Worker         "}\n";
663*8975f5c5SAndroid Build Coastguard Worker 
664*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Blue());
665*8975f5c5SAndroid Build Coastguard Worker 
666*8975f5c5SAndroid Build Coastguard Worker     GLint posLocation = glGetAttribLocation(program, "a_pos");
667*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(-1, posLocation);
668*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
669*8975f5c5SAndroid Build Coastguard Worker 
670*8975f5c5SAndroid Build Coastguard Worker     const auto &vertices = GetQuadVertices();
671*8975f5c5SAndroid Build Coastguard Worker 
672*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexBuffer;
673*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
674*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
675*8975f5c5SAndroid Build Coastguard Worker                  GL_STATIC_DRAW);
676*8975f5c5SAndroid Build Coastguard Worker 
677*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
678*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(posLocation);
679*8975f5c5SAndroid Build Coastguard Worker 
680*8975f5c5SAndroid Build Coastguard Worker     GLBuffer indexBuffer;
681*8975f5c5SAndroid Build Coastguard Worker     const GLubyte indices1[] = {0, 0, 0, 0, 0, 0};
682*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
683*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices1), indices1, GL_STATIC_DRAW);
684*8975f5c5SAndroid Build Coastguard Worker 
685*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
686*8975f5c5SAndroid Build Coastguard Worker 
687*8975f5c5SAndroid Build Coastguard Worker     const char *zeroIndices = nullptr;
688*8975f5c5SAndroid Build Coastguard Worker 
689*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, zeroIndices);
690*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
691*8975f5c5SAndroid Build Coastguard Worker 
692*8975f5c5SAndroid Build Coastguard Worker     const GLushort indices2[] = {0, 0, 0, 0, 0, 0};
693*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
694*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices2), indices2, GL_STATIC_DRAW);
695*8975f5c5SAndroid Build Coastguard Worker 
696*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, zeroIndices + 1);
697*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_ERROR(GL_INVALID_OPERATION);
698*8975f5c5SAndroid Build Coastguard Worker }
699*8975f5c5SAndroid Build Coastguard Worker 
700*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(DrawElementsTest);
701*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(DrawElementsTest);
702*8975f5c5SAndroid Build Coastguard Worker 
703*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES2(WebGLDrawElementsTest);
704*8975f5c5SAndroid Build Coastguard Worker }  // namespace
705