blob: efb46ffd63833ad83c8891252e75c8b2c0d57c85 [file] [log] [blame]
//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/random_utils.h"
#include <stdint.h>
#include <thread>
using namespace angle;
class BufferDataTest : public ANGLETest
{
protected:
BufferDataTest()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
mBuffer = 0;
mProgram = 0;
mAttribLocation = -1;
}
void testSetUp() override
{
constexpr char kVS[] = R"(attribute vec4 position;
attribute float in_attrib;
varying float v_attrib;
void main()
{
v_attrib = in_attrib;
gl_Position = position;
})";
constexpr char kFS[] = R"(precision mediump float;
varying float v_attrib;
void main()
{
gl_FragColor = vec4(v_attrib, 0, 0, 1);
})";
glGenBuffers(1, &mBuffer);
ASSERT_NE(mBuffer, 0U);
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(mProgram, 0U);
mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
ASSERT_NE(mAttribLocation, -1);
glClearColor(0, 0, 0, 0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteBuffers(1, &mBuffer);
glDeleteProgram(mProgram);
}
GLuint mBuffer;
GLuint mProgram;
GLint mAttribLocation;
};
// If glBufferData was not called yet the capturing must not try to
// read the data. http://anglebug.com/6093
TEST_P(BufferDataTest, Uninitialized)
{
// Trigger frame capture to try capturing the
// generated but uninitialized buffer
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
swapBuffers();
}
TEST_P(BufferDataTest, ZeroNonNULLData)
{
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
EXPECT_GL_NO_ERROR();
char *zeroData = new char[0];
glBufferData(GL_ARRAY_BUFFER, 0, zeroData, GL_STATIC_DRAW);
EXPECT_GL_NO_ERROR();
glBufferSubData(GL_ARRAY_BUFFER, 0, 0, zeroData);
EXPECT_GL_NO_ERROR();
delete[] zeroData;
}
TEST_P(BufferDataTest, NULLResolvedData)
{
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_DYNAMIC_DRAW);
glUseProgram(mProgram);
glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
glEnableVertexAttribArray(mAttribLocation);
glBindBuffer(GL_ARRAY_BUFFER, 0);
drawQuad(mProgram, "position", 0.5f);
}
// Internally in D3D, we promote dynamic data to static after many draw loops. This code tests
// path.
TEST_P(BufferDataTest, RepeatedDrawWithDynamic)
{
std::vector<GLfloat> data;
for (int i = 0; i < 16; ++i)
{
data.push_back(static_cast<GLfloat>(i));
}
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_DYNAMIC_DRAW);
glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(mAttribLocation);
for (int drawCount = 0; drawCount < 40; ++drawCount)
{
drawQuad(mProgram, "position", 0.5f);
}
EXPECT_GL_NO_ERROR();
}
// Tests for a bug where vertex attribute translation was not being invalidated when switching to
// DYNAMIC
TEST_P(BufferDataTest, RepeatedDrawDynamicBug)
{
// http://anglebug.com/2843: Seems to be an Intel driver bug.
ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
glUseProgram(mProgram);
GLint positionLocation = glGetAttribLocation(mProgram, "position");
ASSERT_NE(-1, positionLocation);
auto quadVertices = GetQuadVertices();
for (angle::Vector3 &vertex : quadVertices)
{
vertex.x() *= 1.0f;
vertex.y() *= 1.0f;
vertex.z() = 0.0f;
}
// Set up quad vertices with DYNAMIC data
GLBuffer positionBuffer;
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * quadVertices.size() * 3, quadVertices.data(),
GL_DYNAMIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, 0);
EXPECT_GL_NO_ERROR();
// Set up color data so red is drawn
std::vector<GLfloat> data(6, 1.0f);
// Set data to DYNAMIC
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_DYNAMIC_DRAW);
glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(mAttribLocation);
EXPECT_GL_NO_ERROR();
// Draw enough times to promote data to DIRECT mode
for (int i = 0; i < 20; i++)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
// Verify red was drawn
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Set up color value so black is drawn
std::fill(data.begin(), data.end(), 0.0f);
// Update the data, changing back to DYNAMIC mode.
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_DYNAMIC_DRAW);
// This draw should produce a black quad
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_GL_NO_ERROR();
}
class BufferSubDataTest : public ANGLETest
{
protected:
BufferSubDataTest()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
mBuffer = 0;
}
void testSetUp() override
{
glGenBuffers(1, &mBuffer);
ASSERT_NE(mBuffer, 0U);
glClearColor(0, 0, 0, 0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override { glDeleteBuffers(1, &mBuffer); }
GLuint mBuffer;
};
// Test that updating a small index buffer after drawing with it works.
// In the Vulkan backend, the CPU may be used to perform this copy.
TEST_P(BufferSubDataTest, SmallIndexBufferUpdateAfterDraw)
{
constexpr std::array<GLfloat, 4> kRed = {1.0f, 0.0f, 0.0f, 1.0f};
constexpr std::array<GLfloat, 4> kGreen = {0.0f, 1.0f, 0.0f, 1.0f};
// Index buffer data
GLuint indexData[] = {0, 1, 2, 0};
// Vertex buffer data fully cover the screen
float vertexData[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
GLBuffer indexBuffer;
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
GLint vPos = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(vPos, -1);
glUseProgram(program);
GLint colorUniformLocation =
glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// Bind vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
glVertexAttribPointer(vPos, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(vPos);
// Bind index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexData), indexData, GL_DYNAMIC_DRAW);
glUniform4fv(colorUniformLocation, 1, kRed.data());
// Draw left red triangle
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, nullptr);
// Update the index buffer data.
indexData[1] = 1;
indexData[2] = 2;
indexData[3] = 3;
// Partial copy to trigger the buffer pool allocation
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint), 3 * sizeof(GLuint), &indexData[1]);
// Draw triangle with index (1, 2, 3).
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, (const void *)sizeof(GLuint));
// Update the index buffer again
indexData[0] = 0;
indexData[1] = 0;
indexData[2] = 2;
glUniform4fv(colorUniformLocation, 1, kGreen.data());
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, 3 * sizeof(GLuint), &indexData[0]);
// Draw triangle with index (0, 2, 3), hope angle copy the last index 3 back.
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, (const void *)sizeof(GLuint));
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, 0, GLColor::red);
// Verify pixel top left corner is green
EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() - 1, GLColor::green);
}
class IndexedBufferCopyTest : public ANGLETest
{
protected:
IndexedBufferCopyTest()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
void testSetUp() override
{
constexpr char kVS[] = R"(attribute vec3 in_attrib;
varying vec3 v_attrib;
void main()
{
v_attrib = in_attrib;
gl_Position = vec4(0.0, 0.0, 0.5, 1.0);
gl_PointSize = 100.0;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec3 v_attrib;
void main()
{
gl_FragColor = vec4(v_attrib, 1);
})";
glGenBuffers(2, mBuffers);
ASSERT_NE(mBuffers[0], 0U);
ASSERT_NE(mBuffers[1], 0U);
glGenBuffers(1, &mElementBuffer);
ASSERT_NE(mElementBuffer, 0U);
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(mProgram, 0U);
mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
ASSERT_NE(mAttribLocation, -1);
glClearColor(0, 0, 0, 0);
glDisable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteBuffers(2, mBuffers);
glDeleteBuffers(1, &mElementBuffer);
glDeleteProgram(mProgram);
}
GLuint mBuffers[2];
GLuint mElementBuffer;
GLuint mProgram;
GLint mAttribLocation;
};
// The following test covers an ANGLE bug where our index ranges
// weren't updated from CopyBufferSubData calls
// https://code.google.com/p/angleproject/issues/detail?id=709
TEST_P(IndexedBufferCopyTest, IndexRangeBug)
{
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(isSwiftshader());
// TODO(geofflang): Figure out why this fails on AMD OpenGL (http://anglebug.com/1291)
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
unsigned char vertexData[] = {255, 0, 0, 0, 0, 0};
unsigned int indexData[] = {0, 1};
glBindBuffer(GL_ARRAY_BUFFER, mBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(char) * 6, vertexData, GL_STATIC_DRAW);
glUseProgram(mProgram);
glVertexAttribPointer(mAttribLocation, 3, GL_UNSIGNED_BYTE, GL_TRUE, 3, nullptr);
glEnableVertexAttribArray(mAttribLocation);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mElementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * 1, indexData, GL_STATIC_DRAW);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
glBindBuffer(GL_COPY_READ_BUFFER, mBuffers[1]);
glBufferData(GL_COPY_READ_BUFFER, 4, &indexData[1], GL_STATIC_DRAW);
glBindBuffer(GL_COPY_WRITE_BUFFER, mElementBuffer);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(int));
ASSERT_GL_NO_ERROR();
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
unsigned char newData[] = {0, 255, 0};
glBufferSubData(GL_ARRAY_BUFFER, 3, 3, newData);
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
class BufferDataTestES3 : public BufferDataTest
{};
// The following test covers an ANGLE bug where the buffer storage
// is not resized by Buffer11::getLatestBufferStorage when needed.
// https://code.google.com/p/angleproject/issues/detail?id=897
TEST_P(BufferDataTestES3, BufferResizing)
{
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
ASSERT_GL_NO_ERROR();
// Allocate a buffer with one byte
uint8_t singleByte[] = {0xaa};
glBufferData(GL_ARRAY_BUFFER, 1, singleByte, GL_STATIC_DRAW);
// Resize the buffer
// To trigger the bug, the buffer need to be big enough because some hardware copy buffers
// by chunks of pages instead of the minimum number of bytes needed.
const size_t numBytes = 4096 * 4;
glBufferData(GL_ARRAY_BUFFER, numBytes, nullptr, GL_STATIC_DRAW);
// Copy the original data to the buffer
uint8_t srcBytes[numBytes];
for (size_t i = 0; i < numBytes; ++i)
{
srcBytes[i] = static_cast<uint8_t>(i);
}
void *dest = glMapBufferRange(GL_ARRAY_BUFFER, 0, numBytes,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
memcpy(dest, srcBytes, numBytes);
glUnmapBuffer(GL_ARRAY_BUFFER);
EXPECT_GL_NO_ERROR();
// Create a new buffer and copy the data to it
GLuint readBuffer;
glGenBuffers(1, &readBuffer);
glBindBuffer(GL_COPY_WRITE_BUFFER, readBuffer);
uint8_t zeros[numBytes];
for (size_t i = 0; i < numBytes; ++i)
{
zeros[i] = 0;
}
glBufferData(GL_COPY_WRITE_BUFFER, numBytes, zeros, GL_STATIC_DRAW);
glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, numBytes);
ASSERT_GL_NO_ERROR();
// Read back the data and compare it to the original
uint8_t *data = reinterpret_cast<uint8_t *>(
glMapBufferRange(GL_COPY_WRITE_BUFFER, 0, numBytes, GL_MAP_READ_BIT));
ASSERT_GL_NO_ERROR();
for (size_t i = 0; i < numBytes; ++i)
{
EXPECT_EQ(srcBytes[i], data[i]);
}
glUnmapBuffer(GL_COPY_WRITE_BUFFER);
glDeleteBuffers(1, &readBuffer);
EXPECT_GL_NO_ERROR();
}
// Test to verify mapping a buffer after copying to it contains flushed/updated data
TEST_P(BufferDataTestES3, CopyBufferSubDataMapReadTest)
{
const char simpleVertex[] = R"(attribute vec2 position;
attribute vec4 color;
varying vec4 vColor;
void main()
{
gl_Position = vec4(position, 0, 1);
vColor = color;
}
)";
const char simpleFragment[] = R"(precision mediump float;
varying vec4 vColor;
void main()
{
gl_FragColor = vColor;
}
)";
const uint32_t numComponents = 3;
const uint32_t width = 4;
const uint32_t height = 4;
const size_t numElements = width * height * numComponents;
std::vector<uint8_t> srcData(numElements);
std::vector<uint8_t> dstData(numElements);
for (uint8_t i = 0; i < srcData.size(); i++)
{
srcData[i] = 128;
}
for (uint8_t i = 0; i < dstData.size(); i++)
{
dstData[i] = 0;
}
GLBuffer srcBuffer;
GLBuffer dstBuffer;
glBindBuffer(GL_ARRAY_BUFFER, srcBuffer);
glBufferData(GL_ARRAY_BUFFER, srcData.size(), srcData.data(), GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dstBuffer);
glBufferData(GL_PIXEL_UNPACK_BUFFER, dstData.size(), dstData.data(), GL_STATIC_READ);
ASSERT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(program, simpleVertex, simpleFragment);
glUseProgram(program);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
glBindBuffer(GL_ARRAY_BUFFER, srcBuffer);
glVertexAttribPointer(colorLoc, 3, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(colorLoc);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
glCopyBufferSubData(GL_ARRAY_BUFFER, GL_PIXEL_UNPACK_BUFFER, 0, 0, numElements);
// With GL_MAP_READ_BIT, we expect the data to be flushed and updated to match srcData
uint8_t *data = reinterpret_cast<uint8_t *>(
glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, numElements, GL_MAP_READ_BIT));
EXPECT_GL_NO_ERROR();
for (size_t i = 0; i < numElements; ++i)
{
EXPECT_EQ(srcData[i], data[i]);
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
EXPECT_GL_NO_ERROR();
}
// Test to verify mapping a buffer after copying to it contains expected data
// with GL_MAP_UNSYNCHRONIZED_BIT
TEST_P(BufferDataTestES3, MapBufferUnsynchronizedReadTest)
{
const char simpleVertex[] = R"(attribute vec2 position;
attribute vec4 color;
varying vec4 vColor;
void main()
{
gl_Position = vec4(position, 0, 1);
vColor = color;
}
)";
const char simpleFragment[] = R"(precision mediump float;
varying vec4 vColor;
void main()
{
gl_FragColor = vColor;
}
)";
const uint32_t numComponents = 3;
const uint32_t width = 4;
const uint32_t height = 4;
const size_t numElements = width * height * numComponents;
std::vector<uint8_t> srcData(numElements);
std::vector<uint8_t> dstData(numElements);
for (uint8_t i = 0; i < srcData.size(); i++)
{
srcData[i] = 128;
}
for (uint8_t i = 0; i < dstData.size(); i++)
{
dstData[i] = 0;
}
GLBuffer srcBuffer;
GLBuffer dstBuffer;
glBindBuffer(GL_ARRAY_BUFFER, srcBuffer);
glBufferData(GL_ARRAY_BUFFER, srcData.size(), srcData.data(), GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dstBuffer);
glBufferData(GL_PIXEL_UNPACK_BUFFER, dstData.size(), dstData.data(), GL_STATIC_READ);
ASSERT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(program, simpleVertex, simpleFragment);
glUseProgram(program);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
glBindBuffer(GL_ARRAY_BUFFER, srcBuffer);
glVertexAttribPointer(colorLoc, 3, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(colorLoc);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
glCopyBufferSubData(GL_ARRAY_BUFFER, GL_PIXEL_UNPACK_BUFFER, 0, 0, numElements);
// Synchronize.
glFinish();
// Map with GL_MAP_UNSYNCHRONIZED_BIT and overwrite buffers data with srcData
uint8_t *data = reinterpret_cast<uint8_t *>(glMapBufferRange(
GL_PIXEL_UNPACK_BUFFER, 0, numElements, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT));
EXPECT_GL_NO_ERROR();
memcpy(data, srcData.data(), srcData.size());
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
EXPECT_GL_NO_ERROR();
// Map without GL_MAP_UNSYNCHRONIZED_BIT and read data. We expect it to be srcData
data = reinterpret_cast<uint8_t *>(
glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, numElements, GL_MAP_READ_BIT));
EXPECT_GL_NO_ERROR();
for (size_t i = 0; i < numElements; ++i)
{
EXPECT_EQ(srcData[i], data[i]);
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
EXPECT_GL_NO_ERROR();
}
// Verify the functionality of glMapBufferRange()'s GL_MAP_UNSYNCHRONIZED_BIT
// NOTE: On Vulkan, if we ever use memory that's not `VK_MEMORY_PROPERTY_HOST_COHERENT_BIT`, then
// this could incorrectly pass.
TEST_P(BufferDataTestES3, MapBufferRangeUnsynchronizedBit)
{
// We can currently only control the behavior of the Vulkan backend's synchronizing operation's
ANGLE_SKIP_TEST_IF(!IsVulkan());
const size_t numElements = 10;
std::vector<uint8_t> srcData(numElements);
std::vector<uint8_t> dstData(numElements);
for (uint8_t i = 0; i < srcData.size(); i++)
{
srcData[i] = i;
}
for (uint8_t i = 0; i < dstData.size(); i++)
{
dstData[i] = static_cast<uint8_t>(i + dstData.size());
}
GLBuffer srcBuffer;
GLBuffer dstBuffer;
glBindBuffer(GL_COPY_READ_BUFFER, srcBuffer);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_COPY_WRITE_BUFFER, dstBuffer);
ASSERT_GL_NO_ERROR();
glBufferData(GL_COPY_READ_BUFFER, srcData.size(), srcData.data(), GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
glBufferData(GL_COPY_WRITE_BUFFER, dstData.size(), dstData.data(), GL_STATIC_READ);
ASSERT_GL_NO_ERROR();
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, numElements);
// With GL_MAP_UNSYNCHRONIZED_BIT, we expect the data to be stale and match dstData
// NOTE: We are specifying GL_MAP_WRITE_BIT so we can use GL_MAP_UNSYNCHRONIZED_BIT. This is
// venturing into undefined behavior, since we are actually planning on reading from this
// pointer.
auto *data = reinterpret_cast<uint8_t *>(glMapBufferRange(
GL_COPY_WRITE_BUFFER, 0, numElements, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT));
EXPECT_GL_NO_ERROR();
for (size_t i = 0; i < numElements; ++i)
{
// Allow for the possibility that data matches either "dstData" or "srcData"
if (dstData[i] != data[i])
{
EXPECT_EQ(srcData[i], data[i]);
}
}
glUnmapBuffer(GL_COPY_WRITE_BUFFER);
EXPECT_GL_NO_ERROR();
// Without GL_MAP_UNSYNCHRONIZED_BIT, we expect the data to be copied and match srcData
data = reinterpret_cast<uint8_t *>(
glMapBufferRange(GL_COPY_WRITE_BUFFER, 0, numElements, GL_MAP_READ_BIT));
EXPECT_GL_NO_ERROR();
for (size_t i = 0; i < numElements; ++i)
{
EXPECT_EQ(srcData[i], data[i]);
}
glUnmapBuffer(GL_COPY_WRITE_BUFFER);
EXPECT_GL_NO_ERROR();
}
// Verify OES_mapbuffer is present if EXT_map_buffer_range is.
TEST_P(BufferDataTest, ExtensionDependency)
{
if (IsGLExtensionEnabled("GL_EXT_map_buffer_range"))
{
ASSERT_TRUE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
}
}
// Test mapping with the OES extension.
TEST_P(BufferDataTest, MapBufferOES)
{
if (!IsGLExtensionEnabled("GL_EXT_map_buffer_range"))
{
// Needed for test validation.
return;
}
std::vector<uint8_t> data(1024);
FillVectorWithRandomUBytes(&data);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, data.size(), nullptr, GL_STATIC_DRAW);
// Validate that other map flags don't work.
void *badMapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_MAP_READ_BIT);
EXPECT_EQ(nullptr, badMapPtr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Map and write.
void *mapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
ASSERT_NE(nullptr, mapPtr);
ASSERT_GL_NO_ERROR();
memcpy(mapPtr, data.data(), data.size());
glUnmapBufferOES(GL_ARRAY_BUFFER);
// Validate data with EXT_map_buffer_range
void *readMapPtr = glMapBufferRangeEXT(GL_ARRAY_BUFFER, 0, data.size(), GL_MAP_READ_BIT_EXT);
ASSERT_NE(nullptr, readMapPtr);
ASSERT_GL_NO_ERROR();
std::vector<uint8_t> actualData(data.size());
memcpy(actualData.data(), readMapPtr, data.size());
glUnmapBufferOES(GL_ARRAY_BUFFER);
EXPECT_EQ(data, actualData);
}
// Test to verify mapping a dynamic buffer with GL_MAP_UNSYNCHRONIZED_BIT to modify a portion
// won't affect draw calls using other portions.
TEST_P(BufferDataTest, MapDynamicBufferUnsynchronizedEXTTest)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
const char simpleVertex[] = R"(attribute vec2 position;
attribute vec4 color;
varying vec4 vColor;
void main()
{
gl_Position = vec4(position, 0, 1);
vColor = color;
}
)";
const char simpleFragment[] = R"(precision mediump float;
varying vec4 vColor;
void main()
{
gl_FragColor = vColor;
}
)";
constexpr int kNumVertices = 6;
std::vector<GLubyte> color(8 * kNumVertices);
for (int i = 0; i < kNumVertices; ++i)
{
color[4 * i] = 255;
color[4 * i + 3] = 255;
}
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, color.size(), color.data(), GL_DYNAMIC_DRAW);
ANGLE_GL_PROGRAM(program, simpleVertex, simpleFragment);
glUseProgram(program);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(colorLoc);
glViewport(0, 0, 2, 2);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Map with GL_MAP_UNSYNCHRONIZED_BIT and overwrite buffers data at offset 24
uint8_t *data = reinterpret_cast<uint8_t *>(
glMapBufferRangeEXT(GL_ARRAY_BUFFER, 4 * kNumVertices, 4 * kNumVertices,
GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT));
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kNumVertices; ++i)
{
data[4 * i] = 0;
data[4 * i + 1] = 255;
data[4 * i + 2] = 0;
data[4 * i + 3] = 255;
}
glUnmapBufferOES(GL_ARRAY_BUFFER);
EXPECT_GL_NO_ERROR();
// Re-draw using offset = 0 but to different viewport
glViewport(0, 2, 2, 2);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Change vertex attribute to use buffer starting from offset 24
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0,
reinterpret_cast<void *>(4 * kNumVertices));
glViewport(2, 2, 2, 2);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(1, 3, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3, 3, GLColor::green);
}
// Verify that we can map and write the buffer between draws and the second draw sees the new buffer
// data, using drawQuad().
TEST_P(BufferDataTest, MapWriteArrayBufferDataDrawQuad)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
std::vector<GLfloat> data(6, 0.0f);
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), nullptr, GL_STATIC_DRAW);
glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(mAttribLocation);
// Don't read back to verify black, so we don't break the render pass.
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
// Map and write.
std::vector<GLfloat> data2(6, 1.0f);
void *mapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
ASSERT_NE(nullptr, mapPtr);
ASSERT_GL_NO_ERROR();
memcpy(mapPtr, data2.data(), sizeof(GLfloat) * data2.size());
glUnmapBufferOES(GL_ARRAY_BUFFER);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(8, 8, GLColor::red);
EXPECT_GL_NO_ERROR();
}
// Verify that we can map and write the buffer between draws and the second draw sees the new buffer
// data, calling glDrawArrays() directly.
TEST_P(BufferDataTest, MapWriteArrayBufferDataDrawArrays)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
std::vector<GLfloat> data(6, 0.0f);
glUseProgram(mProgram);
GLint positionLocation = glGetAttribLocation(mProgram, "position");
ASSERT_NE(-1, positionLocation);
// Set up position attribute, don't use drawQuad.
auto quadVertices = GetQuadVertices();
GLBuffer positionBuffer;
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * quadVertices.size() * 3, quadVertices.data(),
GL_DYNAMIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
EXPECT_GL_NO_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), nullptr, GL_STATIC_DRAW);
glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(mAttribLocation);
EXPECT_GL_NO_ERROR();
// Don't read back to verify black, so we don't break the render pass.
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Map and write.
std::vector<GLfloat> data2(6, 1.0f);
void *mapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
ASSERT_NE(nullptr, mapPtr);
ASSERT_GL_NO_ERROR();
memcpy(mapPtr, data2.data(), sizeof(GLfloat) * data2.size());
glUnmapBufferOES(GL_ARRAY_BUFFER);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(8, 8, GLColor::red);
EXPECT_GL_NO_ERROR();
}
// Tests a null crash bug caused by copying from null back-end buffer pointer
// when calling bufferData again after drawing without calling bufferData in D3D11.
TEST_P(BufferDataTestES3, DrawWithNotCallingBufferData)
{
ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
glUseProgram(drawRed);
GLint mem = 0;
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffer);
glBufferData(GL_COPY_WRITE_BUFFER, 1, &mem, GL_STREAM_DRAW);
ASSERT_GL_NO_ERROR();
}
// Tests a bug where copying buffer data immediately after creation hit a nullptr in D3D11.
TEST_P(BufferDataTestES3, NoBufferInitDataCopyBug)
{
constexpr GLsizei size = 64;
GLBuffer sourceBuffer;
glBindBuffer(GL_COPY_READ_BUFFER, sourceBuffer);
glBufferData(GL_COPY_READ_BUFFER, size, nullptr, GL_STATIC_DRAW);
GLBuffer destBuffer;
glBindBuffer(GL_ARRAY_BUFFER, destBuffer);
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_STATIC_DRAW);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_ARRAY_BUFFER, 0, 0, size);
ASSERT_GL_NO_ERROR();
}
// Ensures that calling glBufferData on a mapped buffer results in an unmapped buffer
TEST_P(BufferDataTestES3, BufferDataUnmap)
{
// Per the OpenGL ES 3.0 spec, buffers are implicity unmapped when a call to
// BufferData happens on a mapped buffer:
//
// If any portion of the buffer object is mapped in the current context or
// any context current to another thread, it is as though UnmapBuffer
// (see section 2.10.3) is executed in each such context prior to deleting
// the existing data store.
//
std::vector<uint8_t> data1(16);
std::vector<uint8_t> data2(16);
GLBuffer dataBuffer;
glBindBuffer(GL_ARRAY_BUFFER, dataBuffer);
glBufferData(GL_ARRAY_BUFFER, data1.size(), data1.data(), GL_STATIC_DRAW);
// Map the buffer once
glMapBufferRange(GL_ARRAY_BUFFER, 0, data1.size(),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_FLUSH_EXPLICIT_BIT |
GL_MAP_UNSYNCHRONIZED_BIT);
// Then repopulate the buffer. This should cause the buffer to become unmapped.
glBufferData(GL_ARRAY_BUFFER, data2.size(), data2.data(), GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Try to unmap the buffer, this should fail
bool result = glUnmapBuffer(GL_ARRAY_BUFFER);
ASSERT_EQ(result, false);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Try to map the buffer again, which should succeed
glMapBufferRange(GL_ARRAY_BUFFER, 0, data2.size(),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_FLUSH_EXPLICIT_BIT |
GL_MAP_UNSYNCHRONIZED_BIT);
ASSERT_GL_NO_ERROR();
}
// Ensures that mapping buffer with GL_MAP_INVALIDATE_BUFFER_BIT followed by glBufferSubData calls
// works. Regression test for the Vulkan backend where that flag caused use after free.
TEST_P(BufferDataTestES3, MapInvalidateThenBufferSubData)
{
// http://anglebug.com/5984
ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL() && IsIntel());
// http://anglebug.com/5985
ANGLE_SKIP_TEST_IF(IsNexus5X() && IsOpenGLES());
const std::array<GLColor, 4> kInitialData = {GLColor::red, GLColor::red, GLColor::red,
GLColor::red};
const std::array<GLColor, 4> kUpdateData1 = {GLColor::white, GLColor::white, GLColor::white,
GLColor::white};
const std::array<GLColor, 4> kUpdateData2 = {GLColor::blue, GLColor::blue, GLColor::blue,
GLColor::blue};
GLBuffer buffer;
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kInitialData), kInitialData.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer);
EXPECT_GL_NO_ERROR();
// Draw
constexpr char kVerifyUBO[] = R"(#version 300 es
precision mediump float;
uniform block {
uvec4 data;
} ubo;
uniform uint expect;
uniform vec4 successOutput;
out vec4 colorOut;
void main()
{
if (all(equal(ubo.data, uvec4(expect))))
colorOut = successOutput;
else
colorOut = vec4(1.0, 0, 0, 1.0);
})";
ANGLE_GL_PROGRAM(verifyUbo, essl3_shaders::vs::Simple(), kVerifyUBO);
glUseProgram(verifyUbo);
GLint expectLoc = glGetUniformLocation(verifyUbo, "expect");
EXPECT_NE(-1, expectLoc);
GLint successLoc = glGetUniformLocation(verifyUbo, "successOutput");
EXPECT_NE(-1, successLoc);
glUniform1ui(expectLoc, kInitialData[0].asUint());
glUniform4f(successLoc, 0, 1, 0, 1);
drawQuad(verifyUbo, essl3_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
// Dont't verify the buffer. This is testing GL_MAP_INVALIDATE_BUFFER_BIT while the buffer is
// in use by the GPU.
// Map the buffer and update it.
void *mappedBuffer = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(kInitialData),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
memcpy(mappedBuffer, kUpdateData1.data(), sizeof(kInitialData));
glUnmapBuffer(GL_UNIFORM_BUFFER);
EXPECT_GL_NO_ERROR();
// Verify that the buffer has the updated value.
glUniform1ui(expectLoc, kUpdateData1[0].asUint());
glUniform4f(successLoc, 0, 0, 1, 1);
drawQuad(verifyUbo, essl3_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Update the buffer with glBufferSubData
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(kUpdateData2), kUpdateData2.data());
EXPECT_GL_NO_ERROR();
// Verify that the buffer has the updated value.
glUniform1ui(expectLoc, kUpdateData2[0].asUint());
glUniform4f(successLoc, 0, 1, 1, 1);
drawQuad(verifyUbo, essl3_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
}
class BufferStorageTestES3 : public BufferDataTest
{};
// Tests that proper error value is returned when bad size is passed in
TEST_P(BufferStorageTestES3, BufferStorageInvalidSize)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
std::vector<GLfloat> data(6, 1.0f);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferStorageEXT(GL_ARRAY_BUFFER, 0, data.data(), 0);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Tests that buffer storage can be allocated with the GL_MAP_PERSISTENT_BIT_EXT and
// GL_MAP_COHERENT_BIT_EXT flags
TEST_P(BufferStorageTestES3, BufferStorageFlagsPersistentCoherentWrite)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
std::vector<GLfloat> data(6, 1.0f);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferStorageEXT(GL_ARRAY_BUFFER, data.size(), data.data(),
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
ASSERT_GL_NO_ERROR();
}
// Verify that glBufferStorage makes a buffer immutable
TEST_P(BufferStorageTestES3, StorageBufferBufferData)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
std::vector<GLfloat> data(6, 1.0f);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferStorageEXT(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), 0);
ASSERT_GL_NO_ERROR();
// Verify that calling glBufferStorageEXT again produces an error.
glBufferStorageEXT(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Verify that calling glBufferData after calling glBufferStorageEXT produces an error.
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_STATIC_DRAW);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that glBufferStorageEXT can be called after glBufferData
TEST_P(BufferStorageTestES3, BufferDataStorageBuffer)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
std::vector<GLfloat> data(6, 1.0f);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Verify that calling glBufferStorageEXT again produces an error.
glBufferStorageEXT(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), 0);
ASSERT_GL_NO_ERROR();
}
// Verify that we can perform subdata updates to a buffer marked with GL_DYNAMIC_STORAGE_BIT_EXT
// usage flag
TEST_P(BufferStorageTestES3, StorageBufferSubData)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
std::vector<GLfloat> data(6, 0.0f);
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferStorageEXT(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), nullptr,
GL_DYNAMIC_STORAGE_BIT_EXT);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * data.size(), data.data());
glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(mAttribLocation);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(8, 8, GLColor::black);
EXPECT_GL_NO_ERROR();
std::vector<GLfloat> data2(6, 1.0f);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * data2.size(), data2.data());
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(8, 8, GLColor::red);
EXPECT_GL_NO_ERROR();
}
// Test interaction between GL_OES_mapbuffer and GL_EXT_buffer_storage extensions.
TEST_P(BufferStorageTestES3, StorageBufferMapBufferOES)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage") ||
!IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
std::vector<uint8_t> data(1024);
FillVectorWithRandomUBytes(&data);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferStorageEXT(GL_ARRAY_BUFFER, data.size(), nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
// Validate that other map flags don't work.
void *badMapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_MAP_READ_BIT);
EXPECT_EQ(nullptr, badMapPtr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Map and write.
void *mapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
ASSERT_NE(nullptr, mapPtr);
ASSERT_GL_NO_ERROR();
memcpy(mapPtr, data.data(), data.size());
glUnmapBufferOES(GL_ARRAY_BUFFER);
// Validate data with EXT_map_buffer_range
void *readMapPtr = glMapBufferRangeEXT(GL_ARRAY_BUFFER, 0, data.size(), GL_MAP_READ_BIT_EXT);
ASSERT_NE(nullptr, readMapPtr);
ASSERT_GL_NO_ERROR();
std::vector<uint8_t> actualData(data.size());
memcpy(actualData.data(), readMapPtr, data.size());
glUnmapBufferOES(GL_ARRAY_BUFFER);
EXPECT_EQ(data, actualData);
}
// Verify persistently mapped buffers can use glCopyBufferSubData
// Tests a pattern used by Fortnite's GLES backend
TEST_P(BufferStorageTestES3, StorageCopyBufferSubDataMapped)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
const std::array<GLColor, 4> kInitialData = {GLColor::red, GLColor::green, GLColor::blue,
GLColor::yellow};
// Set up the read buffer
GLBuffer readBuffer;
glBindBuffer(GL_ARRAY_BUFFER, readBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(kInitialData), kInitialData.data(), GL_DYNAMIC_DRAW);
// Set up the write buffer to be persistently mapped
GLBuffer writeBuffer;
glBindBuffer(GL_COPY_WRITE_BUFFER, writeBuffer.get());
glBufferStorageEXT(GL_COPY_WRITE_BUFFER, 16, nullptr,
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
void *readMapPtr =
glMapBufferRange(GL_COPY_WRITE_BUFFER, 0, 16,
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
ASSERT_NE(nullptr, readMapPtr);
ASSERT_GL_NO_ERROR();
// Verify we can copy into the write buffer
glBindBuffer(GL_COPY_READ_BUFFER, readBuffer.get());
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, 16);
ASSERT_GL_NO_ERROR();
// Flush the buffer.
glFinish();
// Check the contents
std::array<GLColor, 4> resultingData;
memcpy(resultingData.data(), readMapPtr, resultingData.size() * sizeof(GLColor));
glUnmapBuffer(GL_COPY_WRITE_BUFFER);
EXPECT_EQ(kInitialData, resultingData);
ASSERT_GL_NO_ERROR();
}
// Verify persistently mapped element array buffers can use glDrawElements
TEST_P(BufferStorageTestES3, DrawElementsElementArrayBufferMapped)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
GLfloat kVertexBuffer[] = {-1.0f, -1.0f, 1.0f, // (x, y, R)
-1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f};
// Set up array buffer
GLBuffer readBuffer;
glBindBuffer(GL_ARRAY_BUFFER, readBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(kVertexBuffer), kVertexBuffer, GL_DYNAMIC_DRAW);
GLint vLoc = glGetAttribLocation(mProgram, "position");
GLint cLoc = mAttribLocation;
glVertexAttribPointer(vLoc, 2, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(vLoc);
glVertexAttribPointer(cLoc, 1, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (const GLvoid *)8);
glEnableVertexAttribArray(cLoc);
// Set up the element array buffer to be persistently mapped
GLshort kElementArrayBuffer[] = {0, 0, 0, 0, 0, 0};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferStorageEXT(GL_ELEMENT_ARRAY_BUFFER, sizeof(kElementArrayBuffer), kElementArrayBuffer,
GL_DYNAMIC_STORAGE_BIT_EXT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT |
GL_MAP_COHERENT_BIT_EXT);
glUseProgram(mProgram);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
GLshort *mappedPtr = (GLshort *)glMapBufferRange(
GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(kElementArrayBuffer),
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
ASSERT_NE(nullptr, mappedPtr);
ASSERT_GL_NO_ERROR();
mappedPtr[0] = 0;
mappedPtr[1] = 1;
mappedPtr[2] = 2;
mappedPtr[3] = 2;
mappedPtr[4] = 1;
mappedPtr[5] = 3;
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Test that maps a coherent buffer storage and does not call glUnmapBuffer.
TEST_P(BufferStorageTestES3, NoUnmap)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
GLsizei size = sizeof(GLfloat) * 128;
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferStorageEXT(GL_ARRAY_BUFFER, size, nullptr,
GL_DYNAMIC_STORAGE_BIT_EXT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT |
GL_MAP_COHERENT_BIT_EXT);
GLshort *mappedPtr = (GLshort *)glMapBufferRange(
GL_ARRAY_BUFFER, 0, size,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
ASSERT_NE(nullptr, mappedPtr);
ASSERT_GL_NO_ERROR();
}
// Test that we are able to perform glTex*D calls while a pixel unpack buffer is bound
// and persistently mapped.
TEST_P(BufferStorageTestES3, TexImage2DPixelUnpackBufferMappedPersistently)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
std::vector<uint8_t> data(64);
FillVectorWithRandomUBytes(&data);
GLBuffer buffer;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer.get());
glBufferStorageEXT(GL_PIXEL_UNPACK_BUFFER, data.size(), data.data(),
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT);
// Map the buffer.
void *mapPtr = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, data.size(),
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT);
ASSERT_NE(nullptr, mapPtr);
ASSERT_GL_NO_ERROR();
// Create a 2D texture and fill it using the persistenly mapped unpack buffer
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
constexpr GLsizei kTextureWidth = 4;
constexpr GLsizei kTextureHeight = 4;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTextureWidth, kTextureHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, 0);
ASSERT_GL_NO_ERROR();
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Verify persistently mapped buffers can use glBufferSubData
TEST_P(BufferStorageTestES3, StorageBufferSubDataMapped)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
const std::array<GLColor, 4> kUpdateData1 = {GLColor::red, GLColor::green, GLColor::blue,
GLColor::yellow};
// Set up the buffer to be persistently mapped and dynamic
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferStorageEXT(GL_ARRAY_BUFFER, 16, nullptr,
GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT |
GL_MAP_COHERENT_BIT_EXT | GL_DYNAMIC_STORAGE_BIT_EXT);
void *readMapPtr = glMapBufferRange(
GL_ARRAY_BUFFER, 0, 16,
GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
ASSERT_NE(nullptr, readMapPtr);
ASSERT_GL_NO_ERROR();
// Verify we can push new data into the buffer
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLColor) * kUpdateData1.size(), kUpdateData1.data());
ASSERT_GL_NO_ERROR();
// Flush the buffer.
glFinish();
// Check the contents
std::array<GLColor, 4> persistentData1;
memcpy(persistentData1.data(), readMapPtr, persistentData1.size() * sizeof(GLColor));
EXPECT_EQ(kUpdateData1, persistentData1);
glUnmapBuffer(GL_ARRAY_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Verify that persistently mapped coherent buffers can be used as uniform buffers,
// and written to by using the pointer from glMapBufferRange.
TEST_P(BufferStorageTestES3, UniformBufferMapped)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
const char *mkFS = R"(#version 300 es
precision highp float;
uniform uni { vec4 color; };
out vec4 fragColor;
void main()
{
fragColor = color;
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), mkFS);
ASSERT_NE(program, 0u);
GLint uniformBufferIndex = glGetUniformBlockIndex(program, "uni");
ASSERT_NE(uniformBufferIndex, -1);
GLBuffer uniformBuffer;
ASSERT_GL_NO_ERROR();
glViewport(0, 0, getWindowWidth(), getWindowHeight());
glClear(GL_COLOR_BUFFER_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer.get());
glBufferStorageEXT(GL_UNIFORM_BUFFER, sizeof(float) * 4, nullptr,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
float *mapPtr = static_cast<float *>(
glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4,
GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_PERSISTENT_BIT_EXT |
GL_MAP_COHERENT_BIT_EXT));
ASSERT_NE(mapPtr, nullptr);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer.get());
glUniformBlockBinding(program, uniformBufferIndex, 0);
mapPtr[0] = 0.5f;
mapPtr[1] = 0.75f;
mapPtr[2] = 0.25f;
mapPtr[3] = 1.0f;
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1);
glUnmapBuffer(GL_UNIFORM_BUFFER);
glDeleteProgram(program);
ASSERT_GL_NO_ERROR();
}
// Verify that persistently mapped coherent buffers can be used as vertex array buffers,
// and written to by using the pointer from glMapBufferRange.
TEST_P(BufferStorageTestES3, VertexBufferMapped)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
ASSERT_NE(program, 0u);
glUseProgram(program);
auto quadVertices = GetQuadVertices();
size_t bufferSize = sizeof(GLfloat) * quadVertices.size() * 3;
GLBuffer positionBuffer;
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer.get());
glBufferStorageEXT(GL_ARRAY_BUFFER, bufferSize, nullptr,
GL_DYNAMIC_STORAGE_BIT_EXT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT |
GL_MAP_COHERENT_BIT_EXT);
GLint positionLocation = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
void *mappedPtr =
glMapBufferRange(GL_ARRAY_BUFFER, 0, bufferSize,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
ASSERT_NE(nullptr, mappedPtr);
memcpy(mappedPtr, reinterpret_cast<void *>(quadVertices.data()), bufferSize);
glDrawArrays(GL_TRIANGLES, 0, quadVertices.size());
EXPECT_PIXEL_COLOR_EQ(8, 8, GLColor::red);
glUnmapBuffer(GL_ARRAY_BUFFER);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
class BufferStorageTestES3Threaded : public ANGLETest
{
protected:
BufferStorageTestES3Threaded()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
mProgram = 0;
}
void testSetUp() override
{
constexpr char kVS[] = R"(#version 300 es
in vec4 position;
in vec4 color;
out vec4 out_color;
void main()
{
out_color = color;
gl_Position = position;
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
in vec4 out_color;
out vec4 fragColor;
void main()
{
fragColor = vec4(out_color);
})";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(mProgram, 0U);
glClearColor(0, 0, 0, 0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override { glDeleteProgram(mProgram); }
void updateColors(int i, int offset, const GLColor &color)
{
Vector4 colorVec = color.toNormalizedVector();
mMappedPtr[offset + i * 4 + 0] = colorVec.x();
mMappedPtr[offset + i * 4 + 1] = colorVec.y();
mMappedPtr[offset + i * 4 + 2] = colorVec.z();
mMappedPtr[offset + i * 4 + 3] = colorVec.w();
}
void updateThreadedAndDraw(int offset, const GLColor &color)
{
std::mutex mutex;
std::vector<std::thread> threads(4);
for (size_t i = 0; i < 4; i++)
{
threads[i] = std::thread([&, i]() {
std::lock_guard<decltype(mutex)> lock(mutex);
updateColors(i, offset, color);
});
}
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
for (std::thread &thread : threads)
{
thread.join();
}
}
GLuint mProgram;
GLfloat *mMappedPtr = nullptr;
};
// Test using a large buffer storage for a color vertex array buffer, which is
// off set every iteration step via glVertexAttribPointer.
// Write to the buffer storage map pointer from multiple threads for the next iteration,
// while drawing the current one.
TEST_P(BufferStorageTestES3Threaded, VertexBuffer)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
auto vertices = GetIndexedQuadVertices();
// Set up position buffer
GLBuffer positionBuffer;
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
GLint positionLoc = glGetAttribLocation(mProgram, "position");
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(positionLoc);
// Set up color buffer
GLBuffer colorBuffer;
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer.get());
// Let's create a big buffer which fills 10 pages at pagesize 4096
GLint bufferSize = sizeof(GLfloat) * 1024 * 10;
GLint offsetFloats = 0;
glBufferStorageEXT(GL_ARRAY_BUFFER, bufferSize, nullptr,
GL_DYNAMIC_STORAGE_BIT_EXT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT |
GL_MAP_COHERENT_BIT_EXT);
GLint colorLoc = glGetAttribLocation(mProgram, "color");
glEnableVertexAttribArray(colorLoc);
auto indices = GetQuadIndices();
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
GL_STATIC_DRAW);
glUseProgram(mProgram);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
mMappedPtr = (GLfloat *)glMapBufferRange(
GL_ARRAY_BUFFER, 0, bufferSize,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
ASSERT_NE(nullptr, mMappedPtr);
ASSERT_GL_NO_ERROR();
// Initial color
for (int i = 0; i < 4; i++)
{
updateColors(i, offsetFloats, GLColor::black);
}
std::vector<GLColor> colors = {GLColor::red, GLColor::green, GLColor::blue};
// 4 vertices, 4 floats
GLint contentSize = 4 * 4;
// Update and draw last
int i = 0;
while (bufferSize > (int)((offsetFloats + contentSize) * sizeof(GLfloat)))
{
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat),
reinterpret_cast<const GLvoid *>(offsetFloats * sizeof(GLfloat)));
offsetFloats += contentSize;
GLColor color = colors[i % colors.size()];
updateThreadedAndDraw(offsetFloats, color);
if (i > 0)
{
GLColor lastColor = colors[(i - 1) % colors.size()];
EXPECT_PIXEL_COLOR_EQ(0, 0, lastColor);
}
ASSERT_GL_NO_ERROR();
i++;
}
// Last draw
glVertexAttribPointer(colorLoc, 3, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat),
reinterpret_cast<const GLvoid *>(offsetFloats * sizeof(GLfloat)));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glUnmapBuffer(GL_ARRAY_BUFFER);
ASSERT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST_ES2(BufferDataTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(BufferSubDataTest);
ANGLE_INSTANTIATE_TEST_ES3_AND(BufferSubDataTest,
WithVulkanPreferCPUForBufferSubData(ES3_VULKAN()));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(BufferDataTestES3);
ANGLE_INSTANTIATE_TEST_ES3(BufferDataTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(BufferStorageTestES3);
ANGLE_INSTANTIATE_TEST_ES3(BufferStorageTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(IndexedBufferCopyTest);
ANGLE_INSTANTIATE_TEST_ES3(IndexedBufferCopyTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(BufferStorageTestES3Threaded);
ANGLE_INSTANTIATE_TEST_ES3(BufferStorageTestES3Threaded);
#ifdef _WIN64
// Test a bug where an integer overflow bug could trigger a crash in D3D.
// The test uses 8 buffers with a size just under 0x2000000 to overflow max uint
// (with the internal D3D rounding to 16-byte values) and trigger the bug.
// Only handle this bug on 64-bit Windows for now. Harder to repro on 32-bit.
class BufferDataOverflowTest : public ANGLETest
{
protected:
BufferDataOverflowTest() {}
};
// See description above.
TEST_P(BufferDataOverflowTest, VertexBufferIntegerOverflow)
{
// These values are special, to trigger the rounding bug.
unsigned int numItems = 0x7FFFFFE;
constexpr GLsizei bufferCnt = 8;
std::vector<GLBuffer> buffers(bufferCnt);
std::stringstream vertexShaderStr;
for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
{
vertexShaderStr << "attribute float attrib" << bufferIndex << ";\n";
}
vertexShaderStr << "attribute vec2 position;\n"
"varying float v_attrib;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" v_attrib = 0.0;\n";
for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
{
vertexShaderStr << "v_attrib += attrib" << bufferIndex << ";\n";
}
vertexShaderStr << "}";
constexpr char kFS[] =
"varying highp float v_attrib;\n"
"void main() {\n"
" gl_FragColor = vec4(v_attrib, 0, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShaderStr.str().c_str(), kFS);
glUseProgram(program.get());
std::vector<GLfloat> data(numItems, 1.0f);
for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
{
glBindBuffer(GL_ARRAY_BUFFER, buffers[bufferIndex].get());
glBufferData(GL_ARRAY_BUFFER, numItems * sizeof(float), &data[0], GL_DYNAMIC_DRAW);
std::stringstream attribNameStr;
attribNameStr << "attrib" << bufferIndex;
GLint attribLocation = glGetAttribLocation(program.get(), attribNameStr.str().c_str());
ASSERT_NE(-1, attribLocation);
glVertexAttribPointer(attribLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
glEnableVertexAttribArray(attribLocation);
}
GLint positionLocation = glGetAttribLocation(program.get(), "position");
ASSERT_NE(-1, positionLocation);
glDisableVertexAttribArray(positionLocation);
glVertexAttrib2f(positionLocation, 1.0f, 1.0f);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, numItems);
EXPECT_GL_ERROR(GL_OUT_OF_MEMORY);
// Test that a small draw still works.
for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
{
std::stringstream attribNameStr;
attribNameStr << "attrib" << bufferIndex;
GLint attribLocation = glGetAttribLocation(program.get(), attribNameStr.str().c_str());
ASSERT_NE(-1, attribLocation);
glDisableVertexAttribArray(attribLocation);
}
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_ERROR(GL_NO_ERROR);
}
// Tests a security bug in our CopyBufferSubData validation (integer overflow).
TEST_P(BufferDataOverflowTest, CopySubDataValidation)
{
GLBuffer readBuffer, writeBuffer;
glBindBuffer(GL_COPY_READ_BUFFER, readBuffer.get());
glBindBuffer(GL_COPY_WRITE_BUFFER, writeBuffer.get());
constexpr int bufSize = 100;
glBufferData(GL_COPY_READ_BUFFER, bufSize, nullptr, GL_STATIC_DRAW);
glBufferData(GL_COPY_WRITE_BUFFER, bufSize, nullptr, GL_STATIC_DRAW);
GLintptr big = std::numeric_limits<GLintptr>::max() - bufSize + 90;
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, big, 0, 50);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, big, 50);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
ANGLE_INSTANTIATE_TEST_ES3(BufferDataOverflowTest);
#endif // _WIN64