Hash :
44df3fa9
Author :
Date :
2020-08-27T14:26:49
Vulkan: Fix whitebox test to end render pass Since the RAII-based GLRenderbuffer goes away at the end of the test function, we should end the render pass before ending the test. Bug: chromium:1122621 Change-Id: I5aaf2a0b4fd63a38fc5018830ee4e9d7d93f0c81 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2380248 Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Ian Elliott <ianelliott@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Ian Elliott <ianelliott@google.com>
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//
// Copyright 2020 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.
//
// VulkanPerformanceCounterTest:
// Validates specific GL call patterns with ANGLE performance counters.
// For example we can verify a certain call set doesn't break the RenderPass.
//
// TODO(jmadill): Move to a GL extension. http://anglebug.com/4918
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_instantiate.h"
// 'None' is defined as 'struct None {};' in
// third_party/googletest/src/googletest/include/gtest/internal/gtest-type-util.h.
// But 'None' is also defined as a numeric constant 0L in <X11/X.h>.
// So we need to include ANGLETest.h first to avoid this conflict.
#include "libANGLE/Context.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class VulkanPerformanceCounterTest : public ANGLETest
{
protected:
VulkanPerformanceCounterTest()
{
// Depth required for SwapShouldInvalidateDepthAfterClear.
// Also RGBA8 is required to avoid the clear for emulated alpha.
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
const rx::vk::PerfCounters &hackANGLE() const
{
// Hack the angle!
const gl::Context *context = static_cast<const gl::Context *>(getEGLWindow()->getContext());
return rx::GetImplAs<const rx::ContextVk>(context)->getPerfCounters();
}
};
class VulkanPerformanceCounterTest_ES31 : public VulkanPerformanceCounterTest
{};
// Tests that texture updates to unused textures don't break the RP.
TEST_P(VulkanPerformanceCounterTest, NewTextureDoesNotBreakRenderPass)
{
const rx::vk::PerfCounters &counters = hackANGLE();
GLColor kInitialData[4] = {GLColor::red, GLColor::blue, GLColor::green, GLColor::yellow};
// Step 1: Set up a simple 2D Texture rendering loop.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, kInitialData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
auto quadVerts = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, quadVerts.size() * sizeof(quadVerts[0]), quadVerts.data(),
GL_STATIC_DRAW);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
glUseProgram(program);
GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, posLoc);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
uint32_t expectedRenderPassCount = counters.renderPasses;
// Step 2: Introduce a new 2D Texture with the same Program and Framebuffer.
GLTexture newTexture;
glBindTexture(GL_TEXTURE_2D, newTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, kInitialData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
uint32_t actualRenderPassCount = counters.renderPasses;
EXPECT_EQ(expectedRenderPassCount, actualRenderPassCount);
}
// Tests that RGB texture should not break renderpass.
TEST_P(VulkanPerformanceCounterTest, SampleFromRGBTextureDoesNotBreakRenderPass)
{
const rx::vk::PerfCounters &counters = hackANGLE();
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
glUseProgram(program);
GLint textureLoc = glGetUniformLocation(program, essl1_shaders::Texture2DUniform());
ASSERT_NE(-1, textureLoc);
GLTexture textureRGBA;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureRGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLTexture textureRGB;
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureRGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
uint32_t expectedRenderPassCount = counters.renderPasses + 1;
// First draw with textureRGBA which should start the renderpass
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniform1i(textureLoc, 0);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Next draw with textureRGB which should not end the renderpass
glUniform1i(textureLoc, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
uint32_t actualRenderPassCount = counters.renderPasses;
EXPECT_EQ(expectedRenderPassCount, actualRenderPassCount);
}
// Tests that RGB texture should not break renderpass.
TEST_P(VulkanPerformanceCounterTest, renderToRGBTextureDoesNotBreakRenderPass)
{
const rx::vk::PerfCounters &counters = hackANGLE();
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorUniformLocation =
glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(-1, colorUniformLocation);
ASSERT_GL_NO_ERROR();
GLTexture textureRGB;
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureRGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureRGB, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
uint32_t expectedRenderPassCount = counters.renderPasses + 1;
// Draw into FBO
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f); // clear to green
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, 256, 256);
glUniform4fv(colorUniformLocation, 1, GLColor::blue.toNormalizedVector().data());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
uint32_t actualRenderPassCount = counters.renderPasses;
EXPECT_EQ(expectedRenderPassCount, actualRenderPassCount);
}
// Tests that changing a Texture's max level hits the descriptor set cache.
TEST_P(VulkanPerformanceCounterTest, ChangingMaxLevelHitsDescriptorCache)
{
const rx::vk::PerfCounters &counters = hackANGLE();
GLColor kInitialData[4] = {GLColor::red, GLColor::blue, GLColor::green, GLColor::yellow};
// Step 1: Set up a simple mipped 2D Texture rendering loop.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, kInitialData);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, kInitialData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
auto quadVerts = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, quadVerts.size() * sizeof(quadVerts[0]), quadVerts.data(),
GL_STATIC_DRAW);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
glUseProgram(program);
GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, posLoc);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Step 2: Change max level and draw.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
uint32_t expectedWriteDescriptorSetCount = counters.writeDescriptorSets;
// Step 3: Change max level back to original value and verify we hit the cache.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
uint32_t actualWriteDescriptorSetCount = counters.writeDescriptorSets;
EXPECT_EQ(expectedWriteDescriptorSetCount, actualWriteDescriptorSetCount);
}
// Tests that two glCopyBufferSubData commands can share a barrier.
TEST_P(VulkanPerformanceCounterTest, IndependentBufferCopiesShareSingleBarrier)
{
constexpr GLint srcDataA[] = {1, 2, 3, 4};
constexpr GLint srcDataB[] = {5, 6, 7, 8};
// Step 1: Set up four buffers for two copies.
GLBuffer srcA;
glBindBuffer(GL_COPY_READ_BUFFER, srcA);
glBufferData(GL_COPY_READ_BUFFER, sizeof(srcDataA), srcDataA, GL_STATIC_COPY);
GLBuffer dstA;
glBindBuffer(GL_COPY_WRITE_BUFFER, dstA);
glBufferData(GL_COPY_WRITE_BUFFER, sizeof(srcDataA[0]) * 2, nullptr, GL_STATIC_COPY);
GLBuffer srcB;
glBindBuffer(GL_COPY_READ_BUFFER, srcB);
glBufferData(GL_COPY_READ_BUFFER, sizeof(srcDataB), srcDataB, GL_STATIC_COPY);
GLBuffer dstB;
glBindBuffer(GL_COPY_WRITE_BUFFER, dstB);
glBufferData(GL_COPY_WRITE_BUFFER, sizeof(srcDataB[0]) * 2, nullptr, GL_STATIC_COPY);
// We expect that ANGLE generate zero additional command buffers.
const rx::vk::PerfCounters &counters = hackANGLE();
uint32_t expectedFlushCount = counters.flushedOutsideRenderPassCommandBuffers;
// Step 2: Do the two copies.
glBindBuffer(GL_COPY_READ_BUFFER, srcA);
glBindBuffer(GL_COPY_WRITE_BUFFER, dstA);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, sizeof(srcDataB[0]), 0,
sizeof(srcDataA[0]) * 2);
glBindBuffer(GL_COPY_READ_BUFFER, srcB);
glBindBuffer(GL_COPY_WRITE_BUFFER, dstB);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, sizeof(srcDataB[0]), 0,
sizeof(srcDataB[0]) * 2);
ASSERT_GL_NO_ERROR();
uint32_t actualFlushCount = counters.flushedOutsideRenderPassCommandBuffers;
EXPECT_EQ(expectedFlushCount, actualFlushCount);
}
// Test resolving a multisampled texture with blit doesn't break the render pass so a subpass can be
// used
TEST_P(VulkanPerformanceCounterTest_ES31, MultisampleResolveWithBlit)
{
constexpr int kSize = 16;
glViewport(0, 0, kSize, kSize);
GLFramebuffer msaaFBO;
glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO.get());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture.get());
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
ASSERT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
texture.get(), 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
essl31_shaders::fs::RedGreenGradient());
drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Create another FBO to resolve the multisample buffer into.
GLTexture resolveTexture;
GLFramebuffer resolveFBO;
glBindTexture(GL_TEXTURE_2D, resolveTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
const rx::vk::PerfCounters &counters = hackANGLE();
EXPECT_EQ(counters.resolveImageCommands, 0u);
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO);
EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 255, 1.0); // Black
EXPECT_PIXEL_NEAR(kSize - 1, 1, 239, 0, 0, 255, 1.0); // Red
EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 239, 0, 255, 1.0); // Green
EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 239, 239, 0, 255, 1.0); // Yellow
}
// Ensures a read-only depth-stencil feedback loop works in a single RenderPass.
TEST_P(VulkanPerformanceCounterTest, ReadOnlyDepthStencilFeedbackLoopUsesSingleRenderPass)
{
const rx::vk::PerfCounters &counters = hackANGLE();
constexpr GLsizei kSize = 4;
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
ANGLE_GL_PROGRAM(texProgram, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
// Set up a depth texture and fill it with an arbitrary initial value.
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, kSize, kSize, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
GLFramebuffer depthAndColorFBO;
glBindFramebuffer(GL_FRAMEBUFFER, depthAndColorFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLFramebuffer depthOnlyFBO;
glBindFramebuffer(GL_FRAMEBUFFER, depthOnlyFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Draw to a first FBO to initialize the depth buffer.
glBindFramebuffer(GL_FRAMEBUFFER, depthOnlyFBO);
glUseProgram(redProgram);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
uint32_t expectedRenderPassCount = counters.renderPasses + 1;
// Start new RenderPass with depth write disabled and no loop.
glBindFramebuffer(GL_FRAMEBUFFER, depthAndColorFBO);
glEnable(GL_DEPTH_TEST);
glDepthMask(false);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Now set up the read-only feedback loop.
glBindTexture(GL_TEXTURE_2D, depthTexture);
glUseProgram(texProgram);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Tweak the bits to keep it read-only.
glEnable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Render with just the depth attachment.
glUseProgram(redProgram);
glBindTexture(GL_TEXTURE_2D, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Rebind the depth texture.
glUseProgram(texProgram);
glDepthMask(GL_FALSE);
glEnable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
uint32_t actualRenderPassCount = counters.renderPasses;
EXPECT_EQ(expectedRenderPassCount, actualRenderPassCount);
// Do a final write to depth to make sure we can switch out of read-only mode.
glBindTexture(GL_TEXTURE_2D, 0);
glDepthMask(GL_TRUE);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
}
// Tests that RGB texture should not break renderpass (similar to PUBG MOBILE).
TEST_P(VulkanPerformanceCounterTest, InvalidatingAndUsingDepthDoesNotBreakRenderPass)
{
const rx::vk::PerfCounters &counters = hackANGLE();
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program);
// Setup to draw to color and depth
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffer);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
uint32_t expectedRenderPassCount = counters.renderPasses + 1;
// First, clear and draw with depth buffer enabled
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_GEQUAL);
glClearDepthf(0.99f);
glEnable(GL_STENCIL_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Second, invalidate the depth buffer and draw with depth buffer disabled
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
// Note: PUBG uses glDiscardFramebufferEXT() instead of glInvalidateFramebuffer()
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
glDisable(GL_DEPTH_TEST);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Third, re-enable the depth buffer and draw again
ASSERT_GL_NO_ERROR();
glEnable(GL_DEPTH_TEST);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
uint32_t actualRenderPassCount = counters.renderPasses;
EXPECT_EQ(expectedRenderPassCount, actualRenderPassCount);
// Make sure the render pass is ended by reading back a pixel. Otherwise, the render pass will
// end when the test infrastructure calls eglSwapBuffers(), after the RAII-based GLRenderbuffer
// has been deleted.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Tests that even if the app clears depth, it should be invalidated if there is no read.
TEST_P(VulkanPerformanceCounterTest, SwapShouldInvalidateDepthAfterClear)
{
const rx::vk::PerfCounters &counters = hackANGLE();
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
// Clear depth.
glClear(GL_DEPTH_BUFFER_BIT);
// Ensure we never read from depth.
glDisable(GL_DEPTH_TEST);
// Do one draw, then swap.
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
uint32_t expectedDepthClears = counters.depthClears;
swapBuffers();
uint32_t actualDepthClears = counters.depthClears;
EXPECT_EQ(expectedDepthClears, actualDepthClears);
}
ANGLE_INSTANTIATE_TEST(VulkanPerformanceCounterTest, ES3_VULKAN());
ANGLE_INSTANTIATE_TEST(VulkanPerformanceCounterTest_ES31, ES31_VULKAN());
} // anonymous namespace