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Side by Side Diff: gpu/command_buffer/tests/gl_program_unittest.cc

Issue 957403004: Compile shader upon deletion if attached. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@2311
Patch Set: Created 5 years, 10 months ago
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1 // Copyright 2014 The Chromium Authors. All rights reserved. 1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include <GLES2/gl2.h> 5 #include <GLES2/gl2.h>
6 #include <GLES2/gl2ext.h> 6 #include <GLES2/gl2ext.h>
7 #include <GLES2/gl2extchromium.h> 7 #include <GLES2/gl2extchromium.h>
8 8
9 #include "gpu/command_buffer/service/context_group.h" 9 #include "gpu/command_buffer/service/context_group.h"
10 #include "gpu/command_buffer/tests/gl_manager.h" 10 #include "gpu/command_buffer/tests/gl_manager.h"
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244 glGetProgramiv(program_bad2, GL_LINK_STATUS, &linked_bad2); 244 glGetProgramiv(program_bad2, GL_LINK_STATUS, &linked_bad2);
245 EXPECT_EQ(0, linked_bad2); 245 EXPECT_EQ(0, linked_bad2);
246 246
247 // Be sure extension was actually turned on by recompiling. 247 // Be sure extension was actually turned on by recompiling.
248 GLuint vs_good2 = GLTestHelper::LoadShader(GL_VERTEX_SHADER, v_shdr_str); 248 GLuint vs_good2 = GLTestHelper::LoadShader(GL_VERTEX_SHADER, v_shdr_str);
249 GLuint fs_good2 = GLTestHelper::LoadShader(GL_FRAGMENT_SHADER, f_shdr_str); 249 GLuint fs_good2 = GLTestHelper::LoadShader(GL_FRAGMENT_SHADER, f_shdr_str);
250 GLuint program_good2 = GLTestHelper::SetupProgram(vs_good2, fs_good2); 250 GLuint program_good2 = GLTestHelper::SetupProgram(vs_good2, fs_good2);
251 EXPECT_NE(0u, program_good2); 251 EXPECT_NE(0u, program_good2);
252 } 252 }
253 253
254 TEST_F(GLProgramTest, DeleteAttachedShaderLinks) {
255 static const char* v_shdr_str = R"(
256 attribute vec4 vPosition;
257 void main()
258 {
259 gl_Position = vPosition;
260 }
261 )";
262 static const char* f_shdr_str = R"(
263 void main()
264 {
265 gl_FragColor = vec4(1, 1, 1, 1);
266 }
267 )";
268
269 // Compiling the shaders, attaching, then deleting before linking should work.
270 GLuint vs = GLTestHelper::CompileShader(GL_VERTEX_SHADER, v_shdr_str);
271 GLuint fs = GLTestHelper::CompileShader(GL_FRAGMENT_SHADER, f_shdr_str);
272
273 GLuint program = glCreateProgram();
274 glAttachShader(program, vs);
275 glAttachShader(program, fs);
276
277 glDeleteShader(vs);
278 glDeleteShader(fs);
279
280 glLinkProgram(program);
281
282 GLint linked = 0;
283 glGetProgramiv(program, GL_LINK_STATUS, &linked);
284 EXPECT_NE(0, linked);
285 }
286
254 } // namespace gpu 287 } // namespace gpu
255 288
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