Hash :
01f98cbf
Author :
Date :
2019-05-21T12:21:36
Skip failing MultisampleTest on Nexus 6P and NVIDIA Shield TV Bug: angleproject:3464, angleproject:3470 Change-Id: Ie864118ceebfc0d72aa95928a02ef0939be5b89a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1620992 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
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//
// Copyright 2019 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.
//
// MultisampleTest: Tests of multisampled default framebuffer
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/OSWindow.h"
#include "util/shader_utils.h"
using namespace angle;
namespace
{
class MultisampleTest : public ANGLETest
{
protected:
void testSetUp() override
{
// Get display.
EGLint dispattrs[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE, GetParam().getRenderer(), EGL_NONE};
mDisplay = eglGetPlatformDisplayEXT(
EGL_PLATFORM_ANGLE_ANGLE, reinterpret_cast<void *>(EGL_DEFAULT_DISPLAY), dispattrs);
ASSERT_TRUE(mDisplay != EGL_NO_DISPLAY);
ASSERT_TRUE(eglInitialize(mDisplay, nullptr, nullptr) == EGL_TRUE);
// Nexus 5X and 6P fail to eglMakeCurrent with a config they advertise they support.
// http://anglebug.com/3464
ANGLE_SKIP_TEST_IF(IsNexus5X() || IsNexus6P());
// Find a config that uses RGBA8 and allows 4x multisampling.
const EGLint configAttributes[] = {
EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_STENCIL_SIZE, 8,
EGL_SAMPLE_BUFFERS, 1, EGL_SAMPLES, 4, EGL_NONE};
EGLint configCount;
EGLConfig multisampledConfig;
EGLint ret =
eglChooseConfig(mDisplay, configAttributes, &multisampledConfig, 1, &configCount);
mMultisampledConfigExists = ret && configCount > 0;
if (!mMultisampledConfigExists)
{
return;
}
// Create a window, context and surface if multisampling is possible.
mOSWindow = OSWindow::New();
mOSWindow->initialize("MultisampleTest", kWindowSize, kWindowSize);
mOSWindow->setVisible(true);
EGLint contextAttributes[] = {
EGL_CONTEXT_MAJOR_VERSION_KHR,
GetParam().majorVersion,
EGL_CONTEXT_MINOR_VERSION_KHR,
GetParam().minorVersion,
EGL_NONE,
};
mContext =
eglCreateContext(mDisplay, multisampledConfig, EGL_NO_CONTEXT, contextAttributes);
ASSERT_TRUE(mContext != EGL_NO_CONTEXT);
mSurface = eglCreateWindowSurface(mDisplay, multisampledConfig,
mOSWindow->getNativeWindow(), nullptr);
ASSERT_EGL_SUCCESS();
eglMakeCurrent(mDisplay, mSurface, mSurface, mContext);
ASSERT_EGL_SUCCESS();
}
void testTearDown() override
{
if (mSurface)
{
eglSwapBuffers(mDisplay, mSurface);
}
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (mSurface)
{
eglDestroySurface(mDisplay, mSurface);
ASSERT_EGL_SUCCESS();
}
if (mContext != EGL_NO_CONTEXT)
{
eglDestroyContext(mDisplay, mContext);
ASSERT_EGL_SUCCESS();
}
if (mOSWindow)
{
OSWindow::Delete(&mOSWindow);
}
eglTerminate(mDisplay);
}
void prepareVertexBuffer(GLBuffer &vertexBuffer,
const Vector3 *vertices,
size_t vertexCount,
GLint positionLocation)
{
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(*vertices) * vertexCount, vertices, GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
}
protected:
static constexpr int kWindowSize = 8;
OSWindow *mOSWindow = nullptr;
EGLDisplay mDisplay = EGL_NO_DISPLAY;
EGLContext mContext = EGL_NO_CONTEXT;
EGLSurface mSurface = EGL_NO_SURFACE;
bool mMultisampledConfigExists = false;
};
// Test point rendering on a multisampled surface. GLES2 section 3.3.1.
TEST_P(MultisampleTest, Point)
{
ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
// http://anglebug.com/3470
ANGLE_SKIP_TEST_IF(IsAndroid() && IsNVIDIAShield() && IsOpenGLES());
constexpr char kPointsVS[] = R"(precision highp float;
attribute vec4 a_position;
void main()
{
gl_PointSize = 3.0;
gl_Position = a_position;
})";
ANGLE_GL_PROGRAM(program, kPointsVS, essl1_shaders::fs::Red());
glUseProgram(program);
const GLint positionLocation = glGetAttribLocation(program, "a_position");
GLBuffer vertexBuffer;
const Vector3 vertices[1] = {{0.0f, 0.0f, 0.0f}};
prepareVertexBuffer(vertexBuffer, vertices, 1, positionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 1);
ASSERT_GL_NO_ERROR();
// The center pixels should be all red.
EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2, kWindowSize / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2 - 1, kWindowSize / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2, kWindowSize / 2 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2 - 1, kWindowSize / 2 - 1, GLColor::red);
// Border pixels should be between red and black, and not exactly either; corners are darker and
// sides are brighter.
const GLColor kSideColor = {128, 0, 0, 128};
const GLColor kCornerColor = {64, 0, 0, 64};
constexpr int kErrorMargin = 16;
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 - 2, kCornerColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 + 1, kCornerColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 - 2, kCornerColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 + 1, kCornerColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 - 1, kSideColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2, kSideColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 1, kWindowSize / 2 - 2, kSideColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 1, kWindowSize / 2 + 1, kSideColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2, kWindowSize / 2 - 2, kSideColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2, kWindowSize / 2 + 1, kSideColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 - 1, kSideColor, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2, kSideColor, kErrorMargin);
}
// Test line rendering on a multisampled surface. GLES2 section 3.4.4.
TEST_P(MultisampleTest, Line)
{
ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program);
const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
GLBuffer vertexBuffer;
const Vector3 vertices[2] = {{-1.0f, -0.3f, 0.0f}, {1.0f, 0.3f, 0.0f}};
prepareVertexBuffer(vertexBuffer, vertices, 2, positionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_LINES, 0, 2);
ASSERT_GL_NO_ERROR();
// The line goes from left to right at about -17 degrees slope. It renders as such (captured
// with renderdoc):
//
// D D = Dark Red (0.25) or (0.5)
// BRA R = Red (1.0)
// ARB M = Middle Red (0.75)
// D B = Bright Red (1.0 or 0.75)
// A = Any red (0.5, 0.75 or 1.0)
//
// Verify that rendering is done as above.
const GLColor kDarkRed = {128, 0, 0, 128};
const GLColor kMidRed = {192, 0, 0, 192};
constexpr int kErrorMargin = 16;
constexpr int kLargeMargin = 80;
static_assert(kWindowSize == 8, "Verification code written for 8x8 window");
EXPECT_PIXEL_COLOR_NEAR(0, 2, kDarkRed, kLargeMargin);
EXPECT_PIXEL_COLOR_NEAR(1, 3, GLColor::red, kLargeMargin);
EXPECT_PIXEL_COLOR_NEAR(2, 3, GLColor::red, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(3, 3, kMidRed, kLargeMargin);
EXPECT_PIXEL_COLOR_NEAR(4, 4, kMidRed, kLargeMargin);
EXPECT_PIXEL_COLOR_NEAR(5, 4, GLColor::red, kErrorMargin);
EXPECT_PIXEL_COLOR_NEAR(6, 4, GLColor::red, kLargeMargin);
EXPECT_PIXEL_COLOR_NEAR(7, 5, kDarkRed, kLargeMargin);
}
// Test polygon rendering on a multisampled surface. GLES2 section 3.5.3.
TEST_P(MultisampleTest, Triangle)
{
ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
// http://anglebug.com/3470
ANGLE_SKIP_TEST_IF(IsAndroid() && IsNVIDIAShield() && IsOpenGLES());
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program);
const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
GLBuffer vertexBuffer;
const Vector3 vertices[3] = {{-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}};
prepareVertexBuffer(vertexBuffer, vertices, 3, positionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_GL_NO_ERROR();
// Top-left pixels should be all red.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWindowSize / 4, kWindowSize / 4, GLColor::red);
// Diagonal pixels from bottom-left to top-right are between red and black. Pixels above the
// diagonal are red and pixels below it are black.
const GLColor kMidRed = {128, 0, 0, 128};
constexpr int kErrorMargin = 16;
for (int i = 1; i + 1 < kWindowSize; ++i)
{
int j = kWindowSize - 1 - i;
EXPECT_PIXEL_COLOR_NEAR(i, j, kMidRed, kErrorMargin);
EXPECT_PIXEL_COLOR_EQ(i, j - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(i, j + 1, GLColor::transparentBlack);
}
}
ANGLE_INSTANTIATE_TEST(MultisampleTest,
WithNoFixture(ES2_D3D11()),
WithNoFixture(ES3_D3D11()),
WithNoFixture(ES31_D3D11()),
WithNoFixture(ES2_OPENGL()),
WithNoFixture(ES3_OPENGL()),
WithNoFixture(ES31_OPENGL()),
WithNoFixture(ES2_OPENGLES()),
WithNoFixture(ES3_OPENGLES()),
WithNoFixture(ES31_OPENGLES()),
WithNoFixture(ES2_VULKAN()),
WithNoFixture(ES3_VULKAN()));
} // anonymous namespace