mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
483 lines
16 KiB
C++
483 lines
16 KiB
C++
#include <gtest/gtest.h>
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#include "Includes.h"
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#include "MG_Impl/GLImpl/Program/GL_Program.h"
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#include "MG_State/GLState/Core.h"
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using namespace MobileGL;
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using namespace MobileGL::MG_Impl::GLImpl;
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class ProgramTest : public ::testing::Test {
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protected:
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void SetUp() override { MG_State::pGLContext = new MG_State::GLState::GLContext(); }
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void TearDown() override { delete MG_State::pGLContext; }
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};
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TEST_F(ProgramTest, Sanity) {
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ASSERT_TRUE(true);
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}
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const char* vsSrc = R"(#version 460
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layout (location = 0) in vec4 Position;
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in float fIn4;
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in float fIn2;
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in float fIn5;
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in float fIn6;
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in float fIn1;
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in float fIn3;
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layout(location = 0) uniform mat4 ProjMat;
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layout(location = 10) uniform mat3 TestMat3;
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layout(location = 20) uniform mat2 TestMat2;
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uniform vec2 InSize;
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uniform vec2 OutSize;
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out vec2 texCoord;
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out vec2 oneTexel;
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void main(){
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vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
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gl_Position = vec4(outPos.xy, 0.2, 1.0);
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// Use TestMat2 and TestMat3 to prevent optimization
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vec2 dummy2 = TestMat2[0];
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vec3 dummy3 = TestMat3[0];
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oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / InSize;
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texCoord = Position.xy / OutSize;
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})";
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const char* fsSrc = R"(#version 460
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uniform sampler2D InSampler;
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in vec2 texCoord;
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in vec2 oneTexel;
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uniform vec2 InSize;
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layout(location = 1) uniform vec3 Gray;
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uniform vec3 RedMatrix;
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uniform vec3 GreenMatrix0;
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uniform vec3 BlueMatrix;
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uniform vec3 Offset;
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uniform vec3 ColorScale;
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layout(location = 6) uniform float Saturation;
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uniform int AQuickFoxJumpsOverALazyDog;
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uniform int intVal;
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out vec4 fragColor;
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void main() {
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vec4 InTexel = texture(InSampler, texCoord);
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// Color Matrix
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float RedValue = dot(InTexel.rgb, RedMatrix);
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float GreenValue = dot(InTexel.rgb, GreenMatrix0);
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float BlueValue = dot(InTexel.rgb, BlueMatrix);
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vec3 OutColor = vec3(RedValue, GreenValue, BlueValue);
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// Offset & Scale
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OutColor = (OutColor * ColorScale) + Offset;
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// Saturation
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float Luma = dot(OutColor, Gray);
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vec3 Chroma = OutColor - Luma;
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OutColor = (Chroma * Saturation) + Luma;
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fragColor = vec4(OutColor, float(intVal));
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})";
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TEST_F(ProgramTest, CompileVertex) {
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, NULL);
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CompileShader(vs);
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}
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TEST_F(ProgramTest, CompileFragment) {
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(fs, 1, &fsSrc, NULL);
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CompileShader(fs);
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}
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TEST_F(ProgramTest, CompileAndLink) {
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char infoLog[1024] = "";
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, NULL);
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printf("Compiling vertex shader: %s\n", vsSrc);
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CompileShader(vs);
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GLint vsStatus = GL_FALSE;
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GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
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GetShaderInfoLog(vs, 1024, nullptr, infoLog);
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ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
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printf("Compiled vertex shader.\n");
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(fs, 1, &fsSrc, NULL);
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printf("Compiling fragment shader: %s\n", fsSrc);
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CompileShader(fs);
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GLint fsStatus = GL_FALSE;
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GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
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GetShaderInfoLog(fs, 1024, nullptr, infoLog);
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ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
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printf("Compiled fragment shader.\n");
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GLuint program = CreateProgram();
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AttachShader(program, vs);
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AttachShader(program, fs);
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BindAttribLocation(program, 1, "fIn1");
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BindAttribLocation(program, 3, "fIn3");
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BindAttribLocation(program, 5, "fIn5");
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printf("Linking program...\n");
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LinkProgram(program);
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printf("Program linked.\n");
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ASSERT_EQ(GetUniformLocation(program, "ProjMat"), 0);
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ASSERT_EQ(GetUniformLocation(program, "Gray"), 1);
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ASSERT_EQ(GetUniformLocation(program, "Saturation"), 6);
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GLint uniformCount = 0;
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GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
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ASSERT_EQ(uniformCount, 14);
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GLint uniformNameMaxLength = 0;
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GetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformNameMaxLength);
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ASSERT_EQ(uniformNameMaxLength, 12);
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ASSERT_EQ(GetAttribLocation(program, "Position"), 0);
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ASSERT_EQ(GetAttribLocation(program, "fIn1"), 1);
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ASSERT_EQ(GetAttribLocation(program, "fIn3"), 3);
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ASSERT_EQ(GetAttribLocation(program, "fIn5"), 5);
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UseProgram(program);
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auto locRed = GetUniformLocation(program, "RedMatrix");
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Uniform3f(locRed, 1.0, 3.0, 5.0);
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float redVal[3];
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GetUniformfv(program, locRed, redVal);
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ASSERT_EQ(redVal[0], 1.0);
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ASSERT_EQ(redVal[1], 3.0);
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ASSERT_EQ(redVal[2], 5.0);
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auto locAbc = GetUniformLocation(program, "AQuickFoxJumpsOverALazyDog");
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ASSERT_EQ(locAbc, -1);
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auto locInt = GetUniformLocation(program, "intVal");
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Uniform1i(locInt, 114514);
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int intVal;
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GetUniformiv(program, locInt, &intVal);
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EXPECT_EQ(intVal, 114514);
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}
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TEST_F(ProgramTest, UniformMatrixFunctions) {
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char infoLog[1024] = "";
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, NULL);
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printf("Compiling vertex shader: %s\n", vsSrc);
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CompileShader(vs);
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GLint vsStatus = GL_FALSE;
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GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
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GetShaderInfoLog(vs, 1024, nullptr, infoLog);
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ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
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printf("Compiled vertex shader.\n");
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(fs, 1, &fsSrc, NULL);
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printf("Compiling fragment shader: %s\n", fsSrc);
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CompileShader(fs);
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GLint fsStatus = GL_FALSE;
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GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
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GetShaderInfoLog(fs, 1024, nullptr, infoLog);
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ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
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printf("Compiled fragment shader.\n");
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GLuint program = CreateProgram();
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AttachShader(program, vs);
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AttachShader(program, fs);
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BindAttribLocation(program, 1, "fIn1");
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BindAttribLocation(program, 3, "fIn3");
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BindAttribLocation(program, 5, "fIn5");
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printf("Linking program...\n");
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LinkProgram(program);
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printf("Program linked.\n");
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UseProgram(program);
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// Test UniformMatrix2fv
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auto locProjMat = GetUniformLocation(program, "ProjMat");
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ASSERT_NE(locProjMat, -1);
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// 4x4 matrix (16 elements) - identity matrix
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GLfloat matrix4x4[16] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
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// Test UniformMatrix4fv with count = 1 and transpose = GL_FALSE
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UniformMatrix4fv(locProjMat, 1, GL_FALSE, matrix4x4);
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// Test UniformMatrix4fv with count = 1 and transpose = GL_TRUE
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UniformMatrix4fv(locProjMat, 1, GL_TRUE, matrix4x4);
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// Test with a non-identity matrix
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GLfloat nonIdentityMatrix[16] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f,
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9.0f, 10.0f, 11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f};
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// Test with transpose = GL_FALSE
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UniformMatrix4fv(locProjMat, 1, GL_FALSE, nonIdentityMatrix);
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// Test with transpose = GL_TRUE
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UniformMatrix4fv(locProjMat, 1, GL_TRUE, nonIdentityMatrix);
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}
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TEST_F(ProgramTest, UniformMatrixTranspose) {
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char infoLog[1024] = "";
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, NULL);
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printf("Compiling vertex shader: %s\n", vsSrc);
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CompileShader(vs);
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GLint vsStatus = GL_FALSE;
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GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
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GetShaderInfoLog(vs, 1024, nullptr, infoLog);
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ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
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printf("Compiled vertex shader.\n");
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(fs, 1, &fsSrc, NULL);
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printf("Compiling fragment shader: %s\n", fsSrc);
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CompileShader(fs);
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GLint fsStatus = GL_FALSE;
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GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
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GetShaderInfoLog(fs, 1024, nullptr, infoLog);
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ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
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printf("Compiled fragment shader.\n");
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GLuint program = CreateProgram();
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AttachShader(program, vs);
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AttachShader(program, fs);
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BindAttribLocation(program, 1, "fIn1");
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BindAttribLocation(program, 3, "fIn3");
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BindAttribLocation(program, 5, "fIn5");
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printf("Linking program...\n");
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LinkProgram(program);
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printf("Program linked.\n");
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UseProgram(program);
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// Test 2x2 matrix transpose
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auto locMat2 = GetUniformLocation(program, "TestMat2");
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ASSERT_NE(locMat2, -1);
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// Test matrix (column-major as expected by OpenGL):
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// [1 3]
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// [2 4]
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GLfloat matrix2x2[4] = {
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1.0f, 2.0f, // First column
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3.0f, 4.0f // Second column
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};
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// Expected values when transpose = GL_FALSE (no transpose):
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// [1 3]
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// [2 4]
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GLfloat expected2x2_no_transpose[4] = {1.0f, 2.0f, 3.0f, 4.0f};
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// Expected values when transpose = GL_TRUE (transposed):
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// [1 2]
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// [3 4]
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// Stored in column-major order: [1, 3, 2, 4]
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GLfloat expected2x2_transpose[4] = {1.0f, 3.0f, 2.0f, 4.0f};
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// Test with transpose = GL_FALSE
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UniformMatrix2fv(locMat2, 1, GL_FALSE, matrix2x2);
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GLfloat result2x2_no_transpose[4];
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GetUniformfv(program, locMat2, result2x2_no_transpose);
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for (int i = 0; i < 4; i++) {
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EXPECT_FLOAT_EQ(result2x2_no_transpose[i], expected2x2_no_transpose[i]);
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}
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// Test with transpose = GL_TRUE
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UniformMatrix2fv(locMat2, 1, GL_TRUE, matrix2x2);
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GLfloat result2x2_transpose[4];
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GetUniformfv(program, locMat2, result2x2_transpose);
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for (int i = 0; i < 4; i++) {
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EXPECT_FLOAT_EQ(result2x2_transpose[i], expected2x2_transpose[i]);
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}
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// Test 3x3 matrix transpose
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auto locMat3 = GetUniformLocation(program, "TestMat3");
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ASSERT_NE(locMat3, -1);
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// Test matrix (column-major as expected by OpenGL):
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// [1 4 7]
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// [2 5 8]
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// [3 6 9]
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GLfloat matrix3x3[9] = {
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1.0f, 2.0f, 3.0f, // First column
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4.0f, 5.0f, 6.0f, // Second column
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7.0f, 8.0f, 9.0f // Third column
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};
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// Expected values when transpose = GL_FALSE (no transpose):
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// [1 4 7]
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// [2 5 8]
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// [3 6 9]
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GLfloat expected3x3_no_transpose[9] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f, 9.0f};
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// Expected values when transpose = GL_TRUE (transposed):
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// [1 2 3]
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// [4 5 6]
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// [7 8 9]
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// Stored in column-major order: [1, 4, 7, 2, 5, 8, 3, 6, 9]
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GLfloat expected3x3_transpose[9] = {1.0f, 4.0f, 7.0f, 2.0f, 5.0f, 8.0f, 3.0f, 6.0f, 9.0f};
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// Test with transpose = GL_FALSE
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UniformMatrix3fv(locMat3, 1, GL_FALSE, matrix3x3);
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GLfloat result3x3_no_transpose[9];
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GetUniformfv(program, locMat3, result3x3_no_transpose);
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for (int i = 0; i < 9; i++) {
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EXPECT_FLOAT_EQ(result3x3_no_transpose[i], expected3x3_no_transpose[i]);
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}
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// Test with transpose = GL_TRUE
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UniformMatrix3fv(locMat3, 1, GL_TRUE, matrix3x3);
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GLfloat result3x3_transpose[9];
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GetUniformfv(program, locMat3, result3x3_transpose);
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for (int i = 0; i < 9; i++) {
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EXPECT_FLOAT_EQ(result3x3_transpose[i], expected3x3_transpose[i]);
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}
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// Test 4x4 matrix transpose
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auto locProjMat = GetUniformLocation(program, "ProjMat");
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ASSERT_NE(locProjMat, -1);
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// Test matrix (column-major as expected by OpenGL):
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// [1 5 9 13]
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// [2 6 10 14]
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// [3 7 11 15]
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// [4 8 12 16]
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GLfloat matrix4x4[16] = {
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1.0f, 2.0f, 3.0f, 4.0f, // First column
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5.0f, 6.0f, 7.0f, 8.0f, // Second column
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9.0f, 10.0f, 11.0f, 12.0f, // Third column
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13.0f, 14.0f, 15.0f, 16.0f // Fourth column
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};
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// Expected values when transpose = GL_FALSE (no transpose):
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// [1 5 9 13]
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// [2 6 10 14]
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// [3 7 11 15]
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// [4 8 12 16]
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GLfloat expected4x4_no_transpose[16] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f,
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9.0f, 10.0f, 11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f};
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// Expected values when transpose = GL_TRUE (transposed):
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// [1 2 3 4]
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// [5 6 7 8]
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// [9 10 11 12]
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// [13 14 15 16]
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// Stored in column-major order
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GLfloat expected4x4_transpose[16] = {1.0f, 5.0f, 9.0f, 13.0f, 2.0f, 6.0f, 10.0f, 14.0f,
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3.0f, 7.0f, 11.0f, 15.0f, 4.0f, 8.0f, 12.0f, 16.0f};
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// Test with transpose = GL_FALSE
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UniformMatrix4fv(locProjMat, 1, GL_FALSE, matrix4x4);
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GLfloat result4x4_no_transpose[16];
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GetUniformfv(program, locProjMat, result4x4_no_transpose);
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for (int i = 0; i < 16; i++) {
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EXPECT_FLOAT_EQ(result4x4_no_transpose[i], expected4x4_no_transpose[i]);
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}
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// Test with transpose = GL_TRUE
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UniformMatrix4fv(locProjMat, 1, GL_TRUE, matrix4x4);
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GLfloat result4x4_transpose[16];
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GetUniformfv(program, locProjMat, result4x4_transpose);
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for (int i = 0; i < 16; i++) {
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EXPECT_FLOAT_EQ(result4x4_transpose[i], expected4x4_transpose[i]);
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}
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}
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TEST_F(ProgramTest, UniformLocationGaps) {
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char infoLog[1024] = "";
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, NULL);
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CompileShader(vs);
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GLint vsStatus = GL_FALSE;
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GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
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GetShaderInfoLog(vs, 1024, nullptr, infoLog);
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ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(fs, 1, &fsSrc, NULL);
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CompileShader(fs);
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GLint fsStatus = GL_FALSE;
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GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
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GetShaderInfoLog(fs, 1024, nullptr, infoLog);
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ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
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GLuint program = CreateProgram();
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AttachShader(program, vs);
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AttachShader(program, fs);
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BindAttribLocation(program, 1, "fIn1");
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BindAttribLocation(program, 3, "fIn3");
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BindAttribLocation(program, 5, "fIn5");
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LinkProgram(program);
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UseProgram(program);
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// Test that uniform locations are correctly assigned even with gaps
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// ProjMat is at location 0
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ASSERT_EQ(GetUniformLocation(program, "ProjMat"), 0);
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// TestMat3 is at location 10 (gap from 1-9)
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ASSERT_EQ(GetUniformLocation(program, "TestMat3"), 10);
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// TestMat2 is at location 20 (gap from 11-19)
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ASSERT_EQ(GetUniformLocation(program, "TestMat2"), 20);
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// Gray is at location 1 (no gap)
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ASSERT_EQ(GetUniformLocation(program, "Gray"), 1);
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// Saturation is at location 6 (gap from 2-5)
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ASSERT_EQ(GetUniformLocation(program, "Saturation"), 6);
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// Verify that locations in gaps correctly return -1
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ASSERT_EQ(GetUniformLocation(program, "NonExistentUniform"), -1);
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// Test uniform operations on locations with gaps
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GLfloat matrix3[9] = {1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f};
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// Test setting and getting uniform at location 10 (TestMat3)
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UniformMatrix3fv(10, 1, GL_FALSE, matrix3);
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GLfloat result[9];
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GetUniformfv(program, 10, result);
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for (int i = 0; i < 9; i++) {
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EXPECT_FLOAT_EQ(result[i], matrix3[i]);
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}
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// Test setting and getting uniform at location 20 (TestMat2)
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GLfloat matrix2[4] = {1.0f, 0.0f, 0.0f, 1.0f};
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UniformMatrix2fv(20, 1, GL_FALSE, matrix2);
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GLfloat result2[4];
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GetUniformfv(program, 20, result2);
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for (int i = 0; i < 4; i++) {
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EXPECT_FLOAT_EQ(result2[i], matrix2[i]);
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}
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// Test that accessing a gap location (e.g., 5) doesn't cause issues
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// This should not crash or cause undefined behavior
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Uniform1i(5, 114514); // Just to make sure we don't crash
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// Verify that we can still use uniforms with sequential locations
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auto locRed = GetUniformLocation(program, "RedMatrix");
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Uniform3f(locRed, 1.0, 3.0, 5.0);
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float redVal[3];
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GetUniformfv(program, locRed, redVal);
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ASSERT_EQ(redVal[0], 1.0);
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ASSERT_EQ(redVal[1], 3.0);
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ASSERT_EQ(redVal[2], 5.0);
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}
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