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gpu / command_buffer / tests / gl_oob_attrib_unittest.cc [blame]
// Copyright 2017 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdint.h>
#include "gpu/command_buffer/tests/gl_manager.h"
#include "gpu/command_buffer/tests/gl_test_utils.h"
#include "gpu/config/gpu_test_config.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace gpu {
namespace {
class GLOOBAttribTest : public testing::Test {
protected:
void SetUp() override {
if (GPUTestBotConfig::CurrentConfigMatches("Android ARM 0x92020010")) {
// TODO(crbug.com/40160681): remove suppression when passthrough ships.
// Crashes on Pixel 6 validating
GTEST_SKIP();
}
gl_.Initialize(GLManager::Options());
}
void TearDown() override { gl_.Destroy(); }
GLManager gl_;
};
// Tests that enabling a vertex array for a location that matches any column of
// a matrix attribute correctly triggers out-of-bounds checks.
TEST_F(GLOOBAttribTest, DrawUsingOOBMatrixAttrib) {
// The passthrough command decoder uses robust buffer access behaviour. This
// makes OOB error checks unimportant because OOB accesses will not cause
// errors. OOB accesses will also return implementation-dependent values.
// See the KHR_robust_buffer_access_behavior spec for more information.
if (gl_.gpu_preferences().use_passthrough_cmd_decoder) {
std::cout << "Test skipped, KHR_robust_buffer_access_behavior enabled.\n";
return;
}
const char kVertexShader[] =
"attribute mat3 attrib;\n"
"varying vec4 color;\n"
"void main () {\n"
" color = vec4(1.0,\n"
" attrib[0][0] + attrib[0][1] + attrib[0][2] +\n"
" attrib[1][0] + attrib[1][1] + attrib[1][2] +\n"
" attrib[2][0] + attrib[2][1] + attrib[2][2],\n"
" 1.0,\n"
" 1.0);\n"
"}\n";
const char kFragmentShader[] =
"precision mediump float;\n"
"varying vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}\n";
GLuint program = GLTestHelper::LoadProgram(kVertexShader, kFragmentShader);
DCHECK(program);
glUseProgram(program);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
GLint location = glGetAttribLocation(program, "attrib");
EXPECT_GE(0, location);
// All attribs disabled - no error.
glDrawArrays(GL_TRIANGLES, 0, 1000);
GLenum expected = GL_NO_ERROR;
EXPECT_EQ(expected, glGetError());
for (int i = 0; i < 3; ++i) {
// Enable any of the valid locations for the attribute, should raise an
// error if trying to access attributes out-of-bounds.
glVertexAttribPointer(location + i, 4, GL_UNSIGNED_BYTE, false, 0, nullptr);
glEnableVertexAttribArray(location + i);
glDrawArrays(GL_TRIANGLES, 0, 1000);
expected = GL_INVALID_OPERATION;
EXPECT_EQ(expected, glGetError());
// But in-bounds should pass.
glDrawArrays(GL_TRIANGLES, 0, 3);
expected = GL_NO_ERROR;
EXPECT_EQ(expected, glGetError());
glDisableVertexAttribArray(location + i);
}
// Enable an unused location, should not trigger out-of-bounds checks.
glVertexAttribPointer(location + 3, 4, GL_UNSIGNED_BYTE, false, 0, nullptr);
glEnableVertexAttribArray(location + 3);
glDrawArrays(GL_TRIANGLES, 0, 1000);
expected = GL_NO_ERROR;
EXPECT_EQ(expected, glGetError());
}
} // anonymous namespace
} // namespace gpu