[Test] (MG_Test/ProgramTest/UniformLocationGaps): add test to check uniform locations with gap

This commit is contained in:
2025-08-22 17:53:42 +08:00
parent 0da2a59e4d
commit 620391b7ec
+90
View File
@@ -410,3 +410,93 @@ TEST_F(ProgramTest, UniformMatrixTranspose) {
EXPECT_FLOAT_EQ(result4x4_transpose[i], expected4x4_transpose[i]);
}
}
TEST_F(ProgramTest, UniformLocationGaps) {
char infoLog[1024] = "";
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
GLint vsStatus = GL_FALSE;
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
GetShaderInfoLog(vs, 1024, nullptr, infoLog);
ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
GLint fsStatus = GL_FALSE;
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
GetShaderInfoLog(fs, 1024, nullptr, infoLog);
ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
BindAttribLocation(program, 1, "fIn1");
BindAttribLocation(program, 3, "fIn3");
BindAttribLocation(program, 5, "fIn5");
LinkProgram(program);
UseProgram(program);
// Test that uniform locations are correctly assigned even with gaps
// ProjMat is at location 0
ASSERT_EQ(GetUniformLocation(program, "ProjMat"), 0);
// TestMat3 is at location 10 (gap from 1-9)
ASSERT_EQ(GetUniformLocation(program, "TestMat3"), 10);
// TestMat2 is at location 20 (gap from 11-19)
ASSERT_EQ(GetUniformLocation(program, "TestMat2"), 20);
// Gray is at location 1 (no gap)
ASSERT_EQ(GetUniformLocation(program, "Gray"), 1);
// Saturation is at location 6 (gap from 2-5)
ASSERT_EQ(GetUniformLocation(program, "Saturation"), 6);
// Verify that locations in gaps correctly return -1
ASSERT_EQ(GetUniformLocation(program, "NonExistentUniform"), -1);
// Test uniform operations on locations with gaps
GLfloat matrix3[9] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
// Test setting and getting uniform at location 10 (TestMat3)
UniformMatrix3fv(10, 1, GL_FALSE, matrix3);
GLfloat result[9];
GetUniformfv(program, 10, result);
for (int i = 0; i < 9; i++) {
EXPECT_FLOAT_EQ(result[i], matrix3[i]);
}
// Test setting and getting uniform at location 20 (TestMat2)
GLfloat matrix2[4] = {
1.0f, 0.0f,
0.0f, 1.0f
};
UniformMatrix2fv(20, 1, GL_FALSE, matrix2);
GLfloat result2[4];
GetUniformfv(program, 20, result2);
for (int i = 0; i < 4; i++) {
EXPECT_FLOAT_EQ(result2[i], matrix2[i]);
}
// Test that accessing a gap location (e.g., 5) doesn't cause issues
// This should not crash or cause undefined behavior
Uniform1i(5, 114514); // Just to make sure we don't crash
// Verify that we can still use uniforms with sequential locations
auto locRed = GetUniformLocation(program, "RedMatrix");
Uniform3f(locRed, 1.0, 3.0, 5.0);
float redVal[3];
GetUniformfv(program, locRed, redVal);
ASSERT_EQ(redVal[0], 1.0);
ASSERT_EQ(redVal[1], 3.0);
ASSERT_EQ(redVal[2], 5.0);
}