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kc3-lang/angle/tests/angle_tests/InstancingTest.cpp

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  • Author : Jamie Madill
    Date : 2015-01-09 14:21:49
    Hash : d4b55a00
    Message : Fix "start" vertex being applied for instanced buffers. In GLES, the start vertex only applies to non-instanced vertex attributes. BUG=angle:864 BUG=447140 Change-Id: Idd2afbfbd4c2e76e06b2704cc002fae26b353109 Reviewed-on: https://chromium-review.googlesource.com/239843 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • tests/angle_tests/InstancingTest.cpp
  • #include "ANGLETest.h"
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    // We test on D3D9 and D3D11 9_3 because they use special codepaths when attribute zero is instanced, unlike D3D11.
    ANGLE_TYPED_TEST_CASE(InstancingTestAllConfigs, ES2_D3D9, ES2_D3D11, ES2_D3D11_FL9_3);
    
    // TODO(jmadill): Figure out the situation with DrawInstanced on FL 9_3
    ANGLE_TYPED_TEST_CASE(InstancingTestNo9_3, ES2_D3D9, ES2_D3D11);
    
    template<typename T>
    class InstancingTest : public ANGLETest
    {
      protected:
        InstancingTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
        {
            setWindowWidth(256);
            setWindowHeight(256);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            mVertexAttribDivisorANGLE = NULL;
            mDrawArraysInstancedANGLE = NULL;
            mDrawElementsInstancedANGLE = NULL;
    
            char *extensionString = (char*)glGetString(GL_EXTENSIONS);
            if (strstr(extensionString, "GL_ANGLE_instanced_arrays"))
            {
                mVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
                mDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
                mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawElementsInstancedANGLE");
            }
    
            ASSERT_TRUE(mVertexAttribDivisorANGLE != NULL);
            ASSERT_TRUE(mDrawArraysInstancedANGLE != NULL);
            ASSERT_TRUE(mDrawElementsInstancedANGLE != NULL);
    
            // Initialize the vertex and index vectors
            GLfloat qvertex1[3] = {-quadRadius,  quadRadius, 0.0f};
            GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f};
            GLfloat qvertex3[3] = { quadRadius, -quadRadius, 0.0f};
            GLfloat qvertex4[3] = { quadRadius,  quadRadius, 0.0f};
            mQuadVertices.insert(mQuadVertices.end(), qvertex1, qvertex1 + 3);
            mQuadVertices.insert(mQuadVertices.end(), qvertex2, qvertex2 + 3);
            mQuadVertices.insert(mQuadVertices.end(), qvertex3, qvertex3 + 3);
            mQuadVertices.insert(mQuadVertices.end(), qvertex4, qvertex4 + 3);
    
            GLfloat coord1[2] = {0.0f, 0.0f};
            GLfloat coord2[2] = {0.0f, 1.0f};
            GLfloat coord3[2] = {1.0f, 1.0f};
            GLfloat coord4[2] = {1.0f, 0.0f};
            mTexcoords.insert(mTexcoords.end(), coord1, coord1 + 2);
            mTexcoords.insert(mTexcoords.end(), coord2, coord2 + 2);
            mTexcoords.insert(mTexcoords.end(), coord3, coord3 + 2);
            mTexcoords.insert(mTexcoords.end(), coord4, coord4 + 2);
    
            mIndices.push_back(0);
            mIndices.push_back(1);
            mIndices.push_back(2);
            mIndices.push_back(0);
            mIndices.push_back(2);
            mIndices.push_back(3);
    
            for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
            {
                mNonIndexedVertices.insert(mNonIndexedVertices.end(),
                                           mQuadVertices.begin() + mIndices[vertexIndex] * 3,
                                           mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
            }
    
            for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
            {
                mNonIndexedVertices.insert(mNonIndexedVertices.end(),
                                           mQuadVertices.begin() + mIndices[vertexIndex] * 3,
                                           mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
            }
    
            // Tile a 2x2 grid of the tiles
            for (float y = -1.0f + quadRadius; y < 1.0f - quadRadius; y += quadRadius * 3)
            {
                for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3)
                {
                    GLfloat instance[3] = {x + quadRadius, y + quadRadius, 0.0f};
                    mInstances.insert(mInstances.end(), instance, instance + 3);
                }
            }
    
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
            ASSERT_GL_NO_ERROR();
        }
    
        GLuint setupDrawArraysTest(const std::string &vs)
        {
            const std::string fs = SHADER_SOURCE
            (
                precision mediump float;
                void main()
                {
                    gl_FragColor = vec4(1.0, 0, 0, 1.0);
                }
            );
    
            GLuint program = CompileProgram(vs, fs);
            if (program == 0)
            {
                return 0;
            }
    
            // Set the viewport
            glViewport(0, 0, getWindowWidth(), getWindowHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(program);
    
            return program;
        }
    
        void runDrawArraysTest(GLuint program, GLint first, GLsizei count, GLsizei instanceCount, float *offset)
        {
            GLuint vertexBuffer;
            glGenBuffers(1, &vertexBuffer);
    
            glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
            glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0], GL_STATIC_DRAW);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
    
            // Get the attribute locations
            GLint positionLoc = glGetAttribLocation(program, "a_position");
            GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
    
            // Load the vertex position
            glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mNonIndexedVertices.data());
            glEnableVertexAttribArray(positionLoc);
    
            // Load the instance position
            glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
            glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
            glEnableVertexAttribArray(instancePosLoc);
    
            // Enable instancing
            mVertexAttribDivisorANGLE(instancePosLoc, 1);
    
            // Offset
            GLint uniformLoc = glGetUniformLocation(program, "u_offset");
            ASSERT_NE(uniformLoc, -1);
            glUniform3fv(uniformLoc, 1, offset);
    
            // Do the instanced draw
            mDrawArraysInstancedANGLE(GL_TRIANGLES, first, count, instanceCount);
    
            ASSERT_GL_NO_ERROR();
    
            swapBuffers();
        }
    
        virtual void runDrawElementsTest(std::string vs, bool shouldAttribZeroBeInstanced)
        {
            const std::string fs = SHADER_SOURCE
            (
                precision mediump float;
                void main()
                {
                    gl_FragColor = vec4(1.0, 0, 0, 1.0);
                }
            );
    
            GLuint program = CompileProgram(vs, fs);
            ASSERT_NE(program, 0u);
    
            // Get the attribute locations
            GLint positionLoc = glGetAttribLocation(program, "a_position");
            GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
    
            // If this ASSERT fails then the vertex shader code should be refactored
            ASSERT_EQ(shouldAttribZeroBeInstanced, (instancePosLoc == 0));
    
            // Set the viewport
            glViewport(0, 0, getWindowWidth(), getWindowHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(program);
    
            // Load the vertex position
            glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mQuadVertices.data());
            glEnableVertexAttribArray(positionLoc);
    
            // Load the instance position
            glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, mInstances.data());
            glEnableVertexAttribArray(instancePosLoc);
    
            // Enable instancing
            mVertexAttribDivisorANGLE(instancePosLoc, 1);
    
            // Do the instanced draw
            mDrawElementsInstancedANGLE(GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_SHORT, mIndices.data(), mInstances.size() / 3);
    
            swapBuffers();
            ASSERT_GL_NO_ERROR();
    
            checkQuads();
        }
    
        void checkQuads()
        {
            // Check that various pixels are the expected color.
            for (unsigned int quadIndex = 0; quadIndex < 4; ++quadIndex)
            {
                unsigned int baseOffset = quadIndex * 3;
    
                float quadx = ((mInstances[baseOffset + 0]) * 0.5f + 0.5f) * getWindowWidth();
                float quady = ((mInstances[baseOffset + 1]) * 0.5f + 0.5f) * getWindowHeight();
    
                EXPECT_PIXEL_EQ(quadx, quady, 255, 0, 0, 255);
            }
        }
    
        // Loaded entry points
        PFNGLVERTEXATTRIBDIVISORANGLEPROC mVertexAttribDivisorANGLE;
        PFNGLDRAWARRAYSINSTANCEDANGLEPROC mDrawArraysInstancedANGLE;
        PFNGLDRAWELEMENTSINSTANCEDANGLEPROC mDrawElementsInstancedANGLE;
    
        // Vertex data
        std::vector<GLfloat> mQuadVertices;
        std::vector<GLfloat> mNonIndexedVertices;
        std::vector<GLfloat> mTexcoords;
        std::vector<GLfloat> mInstances;
        std::vector<GLushort> mIndices;
    
        const GLfloat quadRadius = 0.30f;
    };
    
    template<typename T>
    class InstancingTestAllConfigs : public InstancingTest<T>
    {
      protected:
        InstancingTestAllConfigs() {}
    };
    
    template<typename T>
    class InstancingTestNo9_3 : public InstancingTest<T>
    {
      protected:
        InstancingTestNo9_3() {}
    };
    
    // This test uses a vertex shader with the first attribute (attribute zero) instanced.
    // On D3D9 and D3D11 FL9_3, this triggers a special codepath that rearranges the input layout sent to D3D,
    // to ensure that slot/stream zero of the input layout doesn't contain per-instance data.
    TYPED_TEST(InstancingTestAllConfigs, AttributeZeroInstanced)
    {
        const std::string vs = SHADER_SOURCE
        (
            attribute vec3 a_instancePos;
            attribute vec3 a_position;
            void main()
            {
                gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);
            }
        );
    
        runDrawElementsTest(vs, true);
    }
    
    // Same as AttributeZeroInstanced, but attribute zero is not instanced.
    // This ensures the general instancing codepath (i.e. without rearranging the input layout) works as expected.
    TYPED_TEST(InstancingTestAllConfigs, AttributeZeroNotInstanced)
    {
        const std::string vs = SHADER_SOURCE
        (
            attribute vec3 a_position;
            attribute vec3 a_instancePos;
            void main()
            {
                gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);
            }
        );
    
        runDrawElementsTest(vs, false);
    }
    
    // Tests that the "first" parameter to glDrawArraysInstancedANGLE is only an offset into
    // the non-instanced vertex attributes.
    TYPED_TEST(InstancingTestNo9_3, DrawArraysWithOffset)
    {
        const std::string vs = SHADER_SOURCE
        (
            attribute vec3 a_position;
            attribute vec3 a_instancePos;
            uniform vec3 u_offset;
            void main()
            {
                gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0);
            }
        );
    
        GLuint program = setupDrawArraysTest(vs);
        ASSERT_NE(program, 0u);
    
        float offset1[3] = { 0, 0, 0 };
        runDrawArraysTest(program, 0, 6, 2, offset1);
    
        float offset2[3] = { 0.0f, 1.0f, 0 };
        runDrawArraysTest(program, 6, 6, 2, offset2);
    
        checkQuads();
    
        glDeleteProgram(program);
    }