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Unified Diff: gpu/command_buffer/service/memory_program_cache_unittest.cc

Issue 619723008: Switch to use ANGLE's new APIs to query shader variables. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: win build fix Created 6 years, 2 months ago
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Index: gpu/command_buffer/service/memory_program_cache_unittest.cc
diff --git a/gpu/command_buffer/service/memory_program_cache_unittest.cc b/gpu/command_buffer/service/memory_program_cache_unittest.cc
index ba18ff4fba445fd8f0c7170b6e109f1a1a10de8a..4ff3fe3cd00f93465735edd673738d83d2cd0c55 100644
--- a/gpu/command_buffer/service/memory_program_cache_unittest.cc
+++ b/gpu/command_buffer/service/memory_program_cache_unittest.cc
@@ -21,10 +21,6 @@ using ::testing::Invoke;
using ::testing::SetArgPointee;
using ::testing::SetArrayArgument;
-namespace {
-typedef gpu::gles2::ShaderTranslator::VariableMap VariableMap;
-} // anonymous namespace
-
namespace gpu {
namespace gles2 {
@@ -105,24 +101,27 @@ class MemoryProgramCacheTest : public GpuServiceTest {
GL_FRAGMENT_SHADER);
ASSERT_TRUE(vertex_shader_ != NULL);
ASSERT_TRUE(fragment_shader_ != NULL);
- typedef ShaderTranslatorInterface::VariableInfo VariableInfo;
- typedef ShaderTranslator::VariableMap VariableMap;
- VariableMap vertex_attrib_map;
- VariableMap vertex_uniform_map;
- VariableMap vertex_varying_map;
- VariableMap fragment_attrib_map;
- VariableMap fragment_uniform_map;
- VariableMap fragment_varying_map;
-
- vertex_attrib_map["a"] = VariableInfo(1, 34, SH_PRECISION_LOWP, 0, "a");
- vertex_uniform_map["a"] = VariableInfo(0, 10, SH_PRECISION_MEDIUMP, 1, "a");
- vertex_uniform_map["b"] = VariableInfo(2, 3114, SH_PRECISION_HIGHP, 1, "b");
- vertex_varying_map["c"] = VariableInfo(3, 2, SH_PRECISION_HIGHP, 1, "c");
- fragment_attrib_map["jjjbb"] =
- VariableInfo(463, 1114, SH_PRECISION_MEDIUMP, 0, "jjjbb");
- fragment_uniform_map["k"] =
- VariableInfo(10, 34413, SH_PRECISION_MEDIUMP, 1, "k");
- fragment_varying_map["c"] = VariableInfo(3, 2, SH_PRECISION_HIGHP, 1, "c");
+ AttributeMap vertex_attrib_map;
+ UniformMap vertex_uniform_map;
+ VaryingMap vertex_varying_map;
+ AttributeMap fragment_attrib_map;
+ UniformMap fragment_uniform_map;
+ VaryingMap fragment_varying_map;
+
+ vertex_attrib_map["a"] = TestHelper::ConstructAttribute(
+ GL_FLOAT_VEC2, 34, GL_LOW_FLOAT, false, "a");
+ vertex_uniform_map["a"] = TestHelper::ConstructUniform(
+ GL_FLOAT, 10, GL_MEDIUM_FLOAT, true, "a");
+ vertex_uniform_map["b"] = TestHelper::ConstructUniform(
+ GL_FLOAT_VEC3, 3114, GL_HIGH_FLOAT, true, "b");
+ vertex_varying_map["c"] = TestHelper::ConstructVarying(
+ GL_FLOAT_VEC4, 2, GL_HIGH_FLOAT, true, "c");
+ fragment_attrib_map["jjjbb"] = TestHelper::ConstructAttribute(
+ GL_FLOAT_MAT4, 1114, GL_MEDIUM_FLOAT, false, "jjjbb");
+ fragment_uniform_map["k"] = TestHelper::ConstructUniform(
+ GL_FLOAT_MAT2, 34413, GL_MEDIUM_FLOAT, true, "k");
+ fragment_varying_map["c"] = TestHelper::ConstructVarying(
+ GL_FLOAT_VEC4, 2, GL_HIGH_FLOAT, true, "c");
vertex_shader_->set_source("bbbalsldkdkdkd");
fragment_shader_->set_source("bbbal sldkdkdkas 134 ad");
@@ -261,19 +260,19 @@ TEST_F(MemoryProgramCacheTest, CacheLoadMatchesSave) {
base::Unretained(this)));
EXPECT_EQ(1, shader_cache_count());
- VariableMap vertex_attrib_map = vertex_shader_->attrib_map();
- VariableMap vertex_uniform_map = vertex_shader_->uniform_map();
- VariableMap vertex_varying_map = vertex_shader_->varying_map();
- VariableMap fragment_attrib_map = fragment_shader_->attrib_map();
- VariableMap fragment_uniform_map = fragment_shader_->uniform_map();
- VariableMap fragment_varying_map = fragment_shader_->varying_map();
+ AttributeMap vertex_attrib_map = vertex_shader_->attrib_map();
+ UniformMap vertex_uniform_map = vertex_shader_->uniform_map();
+ VaryingMap vertex_varying_map = vertex_shader_->varying_map();
+ AttributeMap fragment_attrib_map = fragment_shader_->attrib_map();
+ UniformMap fragment_uniform_map = fragment_shader_->uniform_map();
+ VaryingMap fragment_varying_map = fragment_shader_->varying_map();
- vertex_shader_->set_attrib_map(VariableMap());
- vertex_shader_->set_uniform_map(VariableMap());
- vertex_shader_->set_varying_map(VariableMap());
- fragment_shader_->set_attrib_map(VariableMap());
- fragment_shader_->set_uniform_map(VariableMap());
- fragment_shader_->set_varying_map(VariableMap());
+ vertex_shader_->set_attrib_map(AttributeMap());
+ vertex_shader_->set_uniform_map(UniformMap());
+ vertex_shader_->set_varying_map(VaryingMap());
+ fragment_shader_->set_attrib_map(AttributeMap());
+ fragment_shader_->set_uniform_map(UniformMap());
+ fragment_shader_->set_varying_map(VaryingMap());
SetExpectationsForLoadLinkedProgram(kProgramId, &emulator);
@@ -316,19 +315,19 @@ TEST_F(MemoryProgramCacheTest, LoadProgramMatchesSave) {
base::Unretained(this)));
EXPECT_EQ(1, shader_cache_count());
- VariableMap vertex_attrib_map = vertex_shader_->attrib_map();
- VariableMap vertex_uniform_map = vertex_shader_->uniform_map();
- VariableMap vertex_varying_map = vertex_shader_->varying_map();
- VariableMap fragment_attrib_map = fragment_shader_->attrib_map();
- VariableMap fragment_uniform_map = fragment_shader_->uniform_map();
- VariableMap fragment_varying_map = fragment_shader_->varying_map();
-
- vertex_shader_->set_attrib_map(VariableMap());
- vertex_shader_->set_uniform_map(VariableMap());
- vertex_shader_->set_varying_map(VariableMap());
- fragment_shader_->set_attrib_map(VariableMap());
- fragment_shader_->set_uniform_map(VariableMap());
- fragment_shader_->set_varying_map(VariableMap());
+ AttributeMap vertex_attrib_map = vertex_shader_->attrib_map();
+ UniformMap vertex_uniform_map = vertex_shader_->uniform_map();
+ VaryingMap vertex_varying_map = vertex_shader_->varying_map();
+ AttributeMap fragment_attrib_map = fragment_shader_->attrib_map();
+ UniformMap fragment_uniform_map = fragment_shader_->uniform_map();
+ VaryingMap fragment_varying_map = fragment_shader_->varying_map();
+
+ vertex_shader_->set_attrib_map(AttributeMap());
+ vertex_shader_->set_uniform_map(UniformMap());
+ vertex_shader_->set_varying_map(VaryingMap());
+ fragment_shader_->set_attrib_map(AttributeMap());
+ fragment_shader_->set_uniform_map(UniformMap());
+ fragment_shader_->set_varying_map(VaryingMap());
SetExpectationsForLoadLinkedProgram(kProgramId, &emulator);
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