Hash :
4391d807
Author :
Date :
2023-01-19T00:00:00
Metal: Fix gl_FragDepth shader specialization Adjust fragment shader variants cache to account for depth attachment presence. Fixed: angleproject:7961 Change-Id: Ia6390d336d8b5c4abceb1050853e0665f117b156 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4218391 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com> Reviewed-by: Kenneth Russell <kbr@chromium.org>
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//
// Copyright 2022 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// FragDepthTest:
// Tests the correctness of gl_FragDepth usage.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
class FragDepthTest : public ANGLETest<>
{
protected:
struct FragDepthTestResources
{
GLuint program;
GLint depthLocation;
GLTexture colorTexture;
GLTexture depthTexture;
GLFramebuffer framebuffer;
};
void setupResources(FragDepthTestResources &resources)
{
// Writes a fixed depth value and green.
constexpr char kFS[] =
R"(#version 300 es
precision highp float;
layout(location = 0) out vec4 fragColor;
uniform float u_depth;
void main(){
gl_FragDepth = u_depth;
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
})";
resources.program = CompileProgram(essl3_shaders::vs::Simple(), kFS);
resources.depthLocation = glGetUniformLocation(resources.program, "u_depth");
glBindTexture(GL_TEXTURE_2D, resources.colorTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, resources.depthTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT32F, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, resources.framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
resources.colorTexture, 0);
}
void cleanupResources(FragDepthTestResources &resources) { glDeleteProgram(resources.program); }
void checkDepthWritten(float expectedDepth, float fsDepth, bool bindDepthBuffer)
{
FragDepthTestResources resources;
setupResources(resources);
ASSERT_NE(0u, resources.program);
ASSERT_NE(-1, resources.depthLocation);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, resources.framebuffer);
if (bindDepthBuffer)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
resources.depthTexture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear to the expected depth so it will be compared to the FS depth with
// DepthFunc(GL_EQUAL)
glClearDepthf(expectedDepth);
glDepthFunc(GL_EQUAL);
glEnable(GL_DEPTH_TEST);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glDisable(GL_DEPTH_TEST);
}
glUseProgram(resources.program);
// Clear to red, the FS will write green on success
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
// Clear to the expected depth so it will be compared to the FS depth with
// DepthFunc(GL_EQUAL)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniform1f(resources.depthLocation, fsDepth);
drawQuad(resources.program, "a_position", 0.0f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
cleanupResources(resources);
}
};
// Test that writing to gl_FragDepth works
TEST_P(FragDepthTest, DepthBufferBound)
{
checkDepthWritten(0.5f, 0.5f, true);
}
// Test that writing to gl_FragDepth with no depth buffer works.
TEST_P(FragDepthTest, DepthBufferUnbound)
{
// Depth test is disabled, so the expected depth should not matter.
checkDepthWritten(0.f, 0.5f, false);
}
// Test that fragment shader depth writes to a no-depth framebuffer do not fail
// after using a depth-enabled framebuffer with the same program.
TEST_P(FragDepthTest, SwitchToNoDepthFramebuffer)
{
constexpr char kFS[] = R"(#version 300 es
out highp vec4 color;
void main() {
color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragDepth = 1.0;
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
// Draw to a depth-enabled framebuffer first
GLFramebuffer fbo1;
glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
GLRenderbuffer rb10;
glBindRenderbuffer(GL_RENDERBUFFER, rb10);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 128, 128);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb10);
GLRenderbuffer rb1d;
glBindRenderbuffer(GL_RENDERBUFFER, rb1d);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32F, 128, 128);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb1d);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
drawQuad(program, "a_position", 0.0f);
EXPECT_GL_NO_ERROR();
// Draw to a no-depth framebuffer using the same program
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
GLRenderbuffer rb20;
glBindRenderbuffer(GL_RENDERBUFFER, rb20);
glRenderbufferStorage(GL_RENDERBUFFER, GL_R8, 64, 64);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb20);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
drawQuad(program, "a_position", 0.0f);
EXPECT_GL_NO_ERROR();
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(FragDepthTest);
ANGLE_INSTANTIATE_TEST_ES3(FragDepthTest);