Edit

kc3-lang/angle/src/tests/gl_tests/OcclusionQueriesTest.cpp

Branch :

  • Show log

    Commit

  • Author : Tobin Ehlis
    Date : 2019-11-11 16:41:07
    Hash : 1a01b4b3
    Message : Refactor end2end test macros This is a foundational CL to enabling the end2end tests on swiftshader. Refactored infrastructure with new ANGLE_INSTANTIATE_TEST_ES* macros that will run tests over all various combinations of all platforms for different ES versions. Just skipping failing tests initially to get the refactor landed. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I017f6c3267179e49b6ae08cc7488096b423dcdb5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1904635 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>

  • src/tests/gl_tests/OcclusionQueriesTest.cpp
  • //
    // Copyright 2015 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.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "util/EGLWindow.h"
    #include "util/random_utils.h"
    #include "util/test_utils.h"
    
    using namespace angle;
    
    class OcclusionQueriesTest : public ANGLETest
    {
      protected:
        OcclusionQueriesTest() : mProgram(0), mRNG(1)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void testSetUp() override
        {
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            ASSERT_NE(0u, mProgram);
        }
    
        void testTearDown() override { glDeleteProgram(mProgram); }
    
        GLuint mProgram;
        RNG mRNG;
    };
    
    TEST_P(OcclusionQueriesTest, IsOccluded)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // draw a quad at depth 0.3
        glEnable(GL_DEPTH_TEST);
        glUseProgram(mProgram);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.3f);
        glUseProgram(0);
    
        EXPECT_GL_NO_ERROR();
    
        GLuint query = 0;
        glGenQueriesEXT(1, &query);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(),
                 0.8f);  // this quad should be occluded by first quad
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint ready = GL_FALSE;
        while (ready == GL_FALSE)
        {
            angle::Sleep(0);
            glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
        }
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteQueriesEXT(1, &query);
    
        EXPECT_GL_FALSE(result);
    }
    
    TEST_P(OcclusionQueriesTest, IsNotOccluded)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        // TODO(syoussefi): Using render pass ops to clear the framebuffer attachment results in
        // AMD/Windows misbehaving in this test.  http://anglebug.com/3286
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        GLuint query = 0;
        glGenQueriesEXT(1, &query);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f);  // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);  // will block waiting for result
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteQueriesEXT(1, &query);
    
        EXPECT_GL_TRUE(result);
    }
    
    TEST_P(OcclusionQueriesTest, Errors)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        GLuint query  = 0;
        GLuint query2 = 0;
        glGenQueriesEXT(1, &query);
    
        EXPECT_GL_FALSE(glIsQueryEXT(query));
        EXPECT_GL_FALSE(glIsQueryEXT(query2));
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, 0);  // can't pass 0 as query id
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
                        query2);  // can't initiate a query while one's already active
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        EXPECT_GL_TRUE(glIsQueryEXT(query));
        EXPECT_GL_FALSE(glIsQueryEXT(query2));  // have not called begin
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f);  // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT);      // no active query for this target
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
                        query);  // can't begin a query as a different type than previously used
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
                        query2);  // have to call genqueries first
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glGenQueriesEXT(1, &query2);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2);  // should be ok now
        EXPECT_GL_TRUE(glIsQueryEXT(query2));
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(),
                 0.3f);                  // this should draw in front of other quad
        glDeleteQueriesEXT(1, &query2);  // should delete when query becomes inactive
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT);  // should not incur error; should delete
                                                                // query + 1 at end of execution.
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        EXPECT_GL_NO_ERROR();
    
        GLuint ready = GL_FALSE;
        glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT,
                               &ready);  // this query is now deleted
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that running multiple simultaneous queries from multiple EGL contexts returns the correct
    // result for each query.  Helps expose bugs in ANGLE's virtual contexts.
    TEST_P(OcclusionQueriesTest, MultiContext)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        // TODO(cwallez@chromium.org): Suppression for http://anglebug.com/3080
        ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsVulkan());
    
        // Test skipped because the D3D backends cannot support simultaneous queries on multiple
        // contexts yet.  Same with the Vulkan backend.
        ANGLE_SKIP_TEST_IF(GetParam() == ES2_D3D9() || GetParam() == ES2_D3D11() ||
                           GetParam() == ES3_D3D11() || GetParam() == ES2_VULKAN());
    
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // draw a quad at depth 0.5
        glEnable(GL_DEPTH_TEST);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        EGLWindow *window = getEGLWindow();
    
        EGLDisplay display = window->getDisplay();
        EGLConfig config   = window->getConfig();
        EGLSurface surface = window->getSurface();
    
        EGLint contextAttributes[] = {
            EGL_CONTEXT_MAJOR_VERSION_KHR,
            GetParam().majorVersion,
            EGL_CONTEXT_MINOR_VERSION_KHR,
            GetParam().minorVersion,
            EGL_NONE,
        };
    
        const size_t passCount = 5;
        struct ContextInfo
        {
            EGLContext context;
            GLuint program;
            GLuint query;
            bool visiblePasses[passCount];
            bool shouldPass;
        };
    
        ContextInfo contexts[] = {
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, false, false, false, false},
                false,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, true, false, true, false},
                true,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, false, false, false, false},
                false,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {true, true, false, true, true},
                true,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, true, true, true, true},
                true,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {true, false, false, true, false},
                true,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, false, false, false, false},
                false,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, false, false, false, false},
                false,
            },
        };
    
        for (auto &context : contexts)
        {
            context.context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
            ASSERT_NE(context.context, EGL_NO_CONTEXT);
    
            eglMakeCurrent(display, surface, surface, context.context);
    
            context.program = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            ASSERT_NE(context.program, 0u);
    
            glDepthMask(GL_FALSE);
            glEnable(GL_DEPTH_TEST);
    
            glGenQueriesEXT(1, &context.query);
            glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, context.query);
    
            ASSERT_GL_NO_ERROR();
        }
    
        for (size_t pass = 0; pass < passCount; pass++)
        {
            for (const auto &context : contexts)
            {
                eglMakeCurrent(display, surface, surface, context.context);
    
                float depth = context.visiblePasses[pass] ? mRNG.randomFloatBetween(0.0f, 0.4f)
                                                          : mRNG.randomFloatBetween(0.6f, 1.0f);
                drawQuad(context.program, essl1_shaders::PositionAttrib(), depth);
    
                EXPECT_GL_NO_ERROR();
            }
        }
    
        for (const auto &context : contexts)
        {
            eglMakeCurrent(display, surface, surface, context.context);
            glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
            GLuint result = GL_TRUE;
            glGetQueryObjectuivEXT(context.query, GL_QUERY_RESULT_EXT, &result);
    
            EXPECT_GL_NO_ERROR();
    
            GLuint expectation = context.shouldPass ? GL_TRUE : GL_FALSE;
            EXPECT_EQ(expectation, result);
        }
    
        eglMakeCurrent(display, surface, surface, window->getContext());
    
        for (auto &context : contexts)
        {
            eglDestroyContext(display, context.context);
            context.context = EGL_NO_CONTEXT;
        }
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(OcclusionQueriesTest);