Hash :
c6dc9d73
Author :
Date :
2020-09-19T20:09:34
Vulkan: Add a test and fix the bug with draw/invalidate/clear This adds a test that does draw with depth enabled, then disable depth test but with depth mask still enabled. Then invalidate framebuffer and followed by a clear. That clear will go down clearWithCommand path and should still work and data stored. Bug: b/169590459 Change-Id: I6dd30d6a1e12ad7820d98fe79445c336cfa3a643 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2422081 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Ian Elliott <ianelliott@google.com> Commit-Queue: Charlie Lao <cclao@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();
}
void setupClearAndDrawForInvalidateTest(GLProgram *program,
GLFramebuffer *framebuffer,
GLTexture *texture,
GLRenderbuffer *renderbuffer)
{
glUseProgram(*program);
// Setup to draw to color, depth, and stencil
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);
// Clear and draw with depth and stencil 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();
}
void setExpectedCountersForInvalidateTest(const rx::vk::PerfCounters &counters,
uint32_t incrementalRenderPasses,
uint32_t incrementalDepthClears,
uint32_t incrementalDepthLoads,
uint32_t incrementalDepthStores,
uint32_t incrementalStencilClears,
uint32_t incrementalStencilLoads,
uint32_t incrementalStencilStores,
rx::vk::PerfCounters *expected)
{
expected->renderPasses = counters.renderPasses + incrementalRenderPasses;
expected->depthClears = counters.depthClears + incrementalDepthClears;
expected->depthLoads = counters.depthLoads + incrementalDepthLoads;
expected->depthStores = counters.depthStores + incrementalDepthStores;
expected->stencilClears = counters.stencilClears + incrementalStencilClears;
expected->stencilLoads = counters.stencilLoads + incrementalStencilLoads;
expected->stencilStores = counters.stencilStores + incrementalStencilStores;
}
void setAndIncrementLoadCountersForInvalidateTest(const rx::vk::PerfCounters &counters,
uint32_t incrementalDepthLoads,
uint32_t incrementalStencilLoads,
rx::vk::PerfCounters *expected)
{
expected->depthLoads = counters.depthLoads + incrementalDepthLoads;
expected->stencilLoads = counters.stencilLoads + incrementalStencilLoads;
}
void compareDepthStencilCountersForInvalidateTest(const rx::vk::PerfCounters &counters,
const rx::vk::PerfCounters &expected)
{
EXPECT_EQ(expected.depthClears, counters.depthClears);
EXPECT_EQ(expected.depthLoads, counters.depthLoads);
EXPECT_EQ(expected.depthStores, counters.depthStores);
EXPECT_EQ(expected.stencilClears, counters.stencilClears);
EXPECT_EQ(expected.stencilLoads, counters.stencilLoads);
EXPECT_EQ(expected.stencilStores, counters.stencilStores);
}
void compareLoadCountersForInvalidateTest(const rx::vk::PerfCounters &counters,
const rx::vk::PerfCounters &expected)
{
EXPECT_EQ(expected.depthLoads, counters.depthLoads);
EXPECT_EQ(expected.stencilLoads, counters.stencilLoads);
}
};
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);
glEnable(GL_DEPTH_TEST);
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);
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 common PUBG MOBILE case does not break render pass, and that counts are correct:
//
// - Scenario: invalidate, disable, draw
TEST_P(VulkanPerformanceCounterTest, InvalidateDisableDraw)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+0), stencil(Clears+0, Load+1, Stores+0)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 0, 0, 1, 0, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Invalidate (storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Disable (shouldn't change result)
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Draw (since disabled, shouldn't change result)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 0, 0, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that alternative PUBG MOBILE case does not break render pass, and that counts are correct:
//
// - Scenario: disable, invalidate, draw
TEST_P(VulkanPerformanceCounterTest, DisableInvalidateDraw)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+0), stencil(Clears+0, Load+1, Stores+0)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 0, 0, 1, 0, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Disable (shouldn't change result)
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Invalidate (storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Draw (since disabled, shouldn't change result)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 0, 0, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that another case does not break render pass, and that counts are correct:
//
// - Scenario: disable, draw, invalidate, enable
TEST_P(VulkanPerformanceCounterTest, DisableDrawInvalidateEnable)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+0), stencil(Clears+0, Load+1, Stores+0)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 0, 0, 1, 0, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Note: setupClearAndDrawForInvalidateTest() did an enable and draw
// Disable (since not invalidated, shouldn't change result)
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Draw (since not invalidated, shouldn't change result)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Enable (shouldn't change result)
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
// Note: The above enable calls will be ignored, since no drawing was done to force the enable
// dirty bit to be processed
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Break the render pass by reading back a pixel.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 0, 0, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that common TRex case does not break render pass, and that counts are correct:
//
// - Scenario: invalidate
TEST_P(VulkanPerformanceCounterTest, Invalidate)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+0), stencil(Clears+0, Load+1, Stores+0)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 0, 0, 1, 0, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Invalidate (storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 0, 0, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that another case does not break render pass, and that counts are correct:
//
// - Scenario: invalidate, draw
TEST_P(VulkanPerformanceCounterTest, InvalidateDraw)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 1, 0, 1, 1, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Draw (since enabled, should result: in storeOp = STORE; mContentDefined = true)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// TODO: Fix ANGLE to correct set mContentDefined for this scenario. At this point,
// mContentDefined will remain false since we don't do record anything at draw-time, and since
// we don't set mContentDefined at endRP().
// https://issuetracker.google.com/issues/167275320
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 1, 1, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
// TODO: After fixing ANGLE per https://issuetracker.google.com/issues/167275320, uncomment:
// compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that another case does not break render pass, and that counts are correct:
//
// - Scenario: invalidate, draw, disable
TEST_P(VulkanPerformanceCounterTest, InvalidateDrawDisable)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 1, 0, 1, 1, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Draw (since enabled, should result: in storeOp = STORE; mContentDefined = true)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Disable (shouldn't change result)
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Note: this draw is just so that the disable dirty bits will be processed
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 1, 1, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that another case does not break render pass, and that counts are correct:
//
// - Scenario: invalidate, disable, draw, enable
TEST_P(VulkanPerformanceCounterTest, InvalidateDisableDrawEnable)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+0), stencil(Clears+0, Load+1, Stores+0)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 0, 0, 1, 0, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Disable (shouldn't change result)
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Draw (since disabled, shouldn't change result)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Enable (shouldn't change result)
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
// Note: The above enable calls will be ignored, since no drawing was done to force the enable
// dirty bit to be processed
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 0, 0, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that another case does not break render pass, and that counts are correct:
//
// - Scenario: invalidate, disable, draw, enable, draw
TEST_P(VulkanPerformanceCounterTest, InvalidateDisableDrawEnableDraw)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 1, 0, 1, 1, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Disable (shouldn't change result)
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Draw (since disabled, shouldn't change result)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Enable (shouldn't change result)
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
// Draw (since enabled, should result: in storeOp = STORE; mContentDefined = true)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 1, 1, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that another case does not break render pass, and that counts are correct:
//
// - Scenario: invalidate, draw, disable, enable
TEST_P(VulkanPerformanceCounterTest, InvalidateDrawDisableEnable)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 1, 0, 1, 1, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Draw (since enabled, should result: in storeOp = STORE; mContentDefined = true)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Disable (shouldn't change result)
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Note: this draw is just so that the disable dirty bits will be processed
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Enable (shouldn't change result)
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
// Note: The above enable calls will be ignored, since no drawing was done to force the enable
// dirty bit to be processed
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 1, 1, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that another case does not break render pass, and that counts are correct:
//
// - Scenario: invalidate, draw, disable, enable, invalidate
TEST_P(VulkanPerformanceCounterTest, InvalidateDrawDisableEnableInvalidate)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+0), stencil(Clears+0, Load+1, Stores+0)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 0, 0, 1, 0, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Draw (since enabled, should result: in storeOp = STORE; mContentDefined = true)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Disable (shouldn't change result)
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Note: this draw is just so that the disable dirty bits will be processed
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Enable (shouldn't change result)
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 0, 0, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that another case does not break render pass, and that counts are correct:
//
// - Scenario: invalidate, draw, disable, enable, invalidate, draw
TEST_P(VulkanPerformanceCounterTest, InvalidateDrawDisableEnableInvalidateDraw)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 1, 0, 1, 1, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Draw (since enabled, should result: in storeOp = STORE; mContentDefined = true)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Disable (shouldn't change result)
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Note: this draw is just so that the disable dirty bits will be processed
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Enable (shouldn't change result)
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Draw (since enabled, should result: in storeOp = STORE; mContentDefined = true)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 1, 1, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that another common (dEQP) case does not break render pass, and that counts are correct:
//
// - Scenario: invalidate, disable, enable, draw
TEST_P(VulkanPerformanceCounterTest, InvalidateDisableEnableDraw)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 1, 0, 1, 1, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Execute the scenario that this test is for:
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Disable (shouldn't change result)
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Note: this draw is just so that the disable dirty bits will be processed
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Enable (shouldn't change result)
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
// Draw (since enabled, should result: in storeOp = STORE; mContentDefined = true)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 1, 1, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that an in renderpass clear after invalidate keeps content stored.
TEST_P(VulkanPerformanceCounterTest, InvalidateAndClear)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 1, 0, 1, 1, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Disable depth test but with depth mask enabled so that clear should still work.
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Invalidate (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Do in-renderpass clear. This should result in StoreOp=STORE; mContentDefined = true.
glClearDepthf(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Expect rpCount+1, depth(Clears+0, Loads+1, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 0, 0, 1, 1, 0, 1, 1, &expected);
// Bind FBO again and try to use the depth buffer without clear. This should result in
// loadOp=LOAD and StoreOP=STORE
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_STENCIL_TEST);
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
// Should pass depth test: (0.5+1.0)/2.0=0.75 < 1.0
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(5, 4, GLColor::blue);
compareDepthStencilCountersForInvalidateTest(counters, expected);
}
// Tests whether depth-stencil ContentDefined will be correct when:
//
// - Scenario: invalidate, detach D/S texture and modify it, attach D/S texture, draw with blend
TEST_P(VulkanPerformanceCounterTest, InvalidateDetachModifyTexAttachDrawWithBlend)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 0, 0, 1, 0, &expected);
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
GLTexture depthStencilTexture;
glBindTexture(GL_TEXTURE_2D, depthStencilTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 2, 2, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthStencilTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear and draw with depth-stencil enabled
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glClearDepthf(0.99f);
glEnable(GL_STENCIL_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Invalidate depth & stencil (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Check for the expected number of render passes, expected color, and other expected counters
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Detach depth-stencil attachment
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Modify depth-stencil
constexpr uint32_t kDepthStencilInitialValue = 0xafffff00;
uint32_t depthStencilData[4] = {kDepthStencilInitialValue, kDepthStencilInitialValue,
kDepthStencilInitialValue, kDepthStencilInitialValue};
glBindTexture(GL_TEXTURE_2D, depthStencilTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 2, 2, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, depthStencilData);
// Re-attach depth-stencil
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthStencilTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Draw again, showing that the modified depth-stencil value prevents a new color value
//
// Expect rpCount+1, depth(Clears+0, Loads+1, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 0, 1, 1, 0, 1, 1, &expected);
drawQuad(greenProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Check for the expected number of render passes, expected color, and other expected counters
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Draw again, using a different depth value, so that the drawing takes place
//
// Expect rpCount+1, depth(Clears+0, Loads+1, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 0, 1, 1, 0, 1, 1, &expected);
drawQuad(greenProgram, essl1_shaders::PositionAttrib(), 0.2f);
ASSERT_GL_NO_ERROR();
// Check for the expected number of render passes, expected color, and other expected counters
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
compareDepthStencilCountersForInvalidateTest(counters, expected);
}
// Tests that a GLRenderbuffer can be deleted before the render pass ends, and that everything
// still works.
//
// - Scenario: invalidate
TEST_P(VulkanPerformanceCounterTest, InvalidateDrawAndDeleteRenderbuffer)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 1, 0, 1, 1, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
{
// Declare the RAII-based GLRenderbuffer object within this set of curly braces, so that it
// will be deleted early (at the close-curly-brace)
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Invalidate (storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Draw (since enabled, should result: in storeOp = STORE; mContentDefined = true)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
}
// The renderbuffer should now be deleted.
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 0, 0, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// 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);
}
// Tests that masked color clears don't break the RP.
TEST_P(VulkanPerformanceCounterTest, MaskedClearDoesNotBreakRenderPass)
{
const rx::vk::PerfCounters &counters = hackANGLE();
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
uint32_t expectedRenderPassCount = counters.renderPasses + 1;
// Mask color channels and clear the framebuffer multiple times.
glClearColor(0.25f, 0.25f, 0.25f, 0.25f);
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.75f, 0.75f, 0.75f, 0.75f);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
uint32_t actualRenderPassCount = counters.renderPasses;
EXPECT_EQ(expectedRenderPassCount, actualRenderPassCount);
EXPECT_PIXEL_NEAR(0, 0, 63, 127, 255, 191, 1);
}
// Tests that draw buffer change with all color channel mask off should not break renderpass
TEST_P(VulkanPerformanceCounterTest, DrawbufferChangeWithAllColorMaskDisabled)
{
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 textureRGBA;
glBindTexture(GL_TEXTURE_2D, textureRGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 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);
GLTexture textureDepth;
glBindTexture(GL_TEXTURE_2D, textureDepth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 64, 64, 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);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureRGBA, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, textureDepth, 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 | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 256, 256);
glUniform4fv(colorUniformLocation, 1, GLColor::blue.toNormalizedVector().data());
GLenum glDrawBuffers_bufs_1[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, glDrawBuffers_bufs_1);
glEnable(GL_DEPTH_TEST);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
// Change draw buffer state and color mask
GLenum glDrawBuffers_bufs_0[] = {GL_NONE};
glDrawBuffers(1, glDrawBuffers_bufs_0);
glColorMask(false, false, false, false);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.6f);
// Change back draw buffer state and color mask
glDrawBuffers(1, glDrawBuffers_bufs_1);
glColorMask(true, true, true, true);
glUniform4fv(colorUniformLocation, 1, GLColor::red.toNormalizedVector().data());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.7f);
uint32_t actualRenderPassCount = counters.renderPasses;
EXPECT_EQ(expectedRenderPassCount, actualRenderPassCount);
}
// Tests the optimization that a glFlush call issued inside a renderpass will be skipped.
TEST_P(VulkanPerformanceCounterTest, InRenderpassFlushShouldNotBreakRenderpass)
{
const rx::vk::PerfCounters &counters = hackANGLE();
uint32_t expectedRenderPassCount = counters.renderPasses + 1;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.5f);
glFlush();
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
drawQuad(greenProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
uint32_t actualRenderPassCount = counters.renderPasses;
EXPECT_EQ(expectedRenderPassCount, actualRenderPassCount);
}
// Tests that depth/stencil texture clear/load works correctly.
TEST_P(VulkanPerformanceCounterTest, DepthStencilTextureClearAndLoad)
{
const rx::vk::PerfCounters &counters = hackANGLE();
uint32_t expectedDepthClearCount = counters.depthClears + 1;
uint32_t expectedDepthLoadCount = counters.depthLoads + 3;
uint32_t expectedStencilClearCount = counters.stencilClears + 1;
uint32_t expectedStencilLoadCount = counters.stencilLoads + 3;
GLFramebuffer FBO;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
constexpr GLsizei kSize = 6;
// Create framebuffer to draw into, with both color and depth attachments.
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLTexture depth;
glBindTexture(GL_TEXTURE_2D, depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, kSize, kSize, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8_OES, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
ASSERT_GL_NO_ERROR();
// Set up texture for copy operation that breaks the render pass
GLTexture copyTex;
glBindTexture(GL_TEXTURE_2D, copyTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Set viewport and clear depth/stencil
glViewport(0, 0, kSize, kSize);
glClearDepthf(1);
glClearStencil(0x55);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// If depth is not cleared to 1, rendering would fail.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
// If stencil is not clear to 0x55, rendering would fail.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0x55, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
// Set up program
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// Draw red
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Draw green
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, kSize / 2, 0, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Draw blue
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Draw yellow
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, kSize / 2, kSize / 2, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Verify the counters
EXPECT_EQ(counters.depthClears, expectedDepthClearCount);
EXPECT_EQ(counters.depthLoads, expectedDepthLoadCount);
EXPECT_EQ(counters.stencilClears, expectedStencilClearCount);
EXPECT_EQ(counters.stencilLoads, expectedStencilLoadCount);
// Verify that copies were done correctly.
GLFramebuffer verifyFBO;
glBindFramebuffer(GL_FRAMEBUFFER, verifyFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, kSize / 2, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::yellow);
}
// Tests that multisampled-render-to-texture depth/stencil textures don't ever load data.
TEST_P(VulkanPerformanceCounterTest, RenderToTextureDepthStencilTextureShouldNotLoad)
{
// http://anglebug.com/5083
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture2"));
const rx::vk::PerfCounters &counters = hackANGLE();
uint32_t expectedDepthClearCount = counters.depthClears + 1;
uint32_t expectedDepthLoadCount = counters.depthLoads;
uint32_t expectedStencilClearCount = counters.stencilClears + 1;
uint32_t expectedStencilLoadCount = counters.stencilLoads;
GLFramebuffer FBO;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
constexpr GLsizei kSize = 6;
// Create multisampled framebuffer to draw into, with both color and depth attachments.
GLTexture colorMS;
glBindTexture(GL_TEXTURE_2D, colorMS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLTexture depthMS;
glBindTexture(GL_TEXTURE_2D, depthMS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, kSize, kSize, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8_OES, nullptr);
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
colorMS, 0, 4);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthMS, 0, 4);
ASSERT_GL_NO_ERROR();
// Set up texture for copy operation that breaks the render pass
GLTexture copyTex;
glBindTexture(GL_TEXTURE_2D, copyTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Set viewport and clear depth
glViewport(0, 0, kSize, kSize);
glClearDepthf(1);
glClearStencil(0x55);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// If depth is not cleared to 1, rendering would fail.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// If stencil is not clear to 0x55, rendering would fail.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0x55, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
// Set up program
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// Draw red
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Draw green
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, kSize / 2, 0, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Draw blue
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Draw yellow
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, kSize / 2, kSize / 2, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Verify the counters
EXPECT_EQ(counters.depthClears, expectedDepthClearCount);
EXPECT_EQ(counters.depthLoads, expectedDepthLoadCount);
EXPECT_EQ(counters.stencilClears, expectedStencilClearCount);
EXPECT_EQ(counters.stencilLoads, expectedStencilLoadCount);
// Verify that copies were done correctly. Only the first copy can be verified because the
// contents of the depth/stencil buffer is undefined after the first render pass break, meaning
// it is unknown whether the three subsequent draw calls passed the depth or stencil tests.
GLFramebuffer verifyFBO;
glBindFramebuffer(GL_FRAMEBUFFER, verifyFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, kSize / 2 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, kSize / 2 - 1, GLColor::red);
}
// Tests that multisampled-render-to-texture depth/stencil renderbuffers don't ever load depth data.
// Stencil data may still be loaded if VK_EXT_shader_stencil_export is not supported.
TEST_P(VulkanPerformanceCounterTest, RenderToTextureDepthStencilRenderbufferShouldNotLoad)
{
// http://anglebug.com/5083
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
// http://crbug.com/1134286
ANGLE_SKIP_TEST_IF(IsWindows7() && IsNVIDIA() && IsVulkan());
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
const rx::vk::PerfCounters &counters = hackANGLE();
uint32_t expectedDepthClearCount = counters.depthClears + 1;
uint32_t expectedDepthLoadCount = counters.depthLoads;
uint32_t expectedStencilClearCount = counters.stencilClears + 1;
uint32_t expectedStencilLoadCountMin = counters.stencilLoads;
uint32_t expectedStencilLoadCountMax = counters.stencilLoads + 4;
GLFramebuffer FBO;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
constexpr GLsizei kSize = 6;
// Create multisampled framebuffer to draw into, with both color and depth attachments.
GLTexture colorMS;
glBindTexture(GL_TEXTURE_2D, colorMS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLRenderbuffer depthStencilMS;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencilMS);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, kSize, kSize);
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
colorMS, 0, 4);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencilMS);
ASSERT_GL_NO_ERROR();
// Set up texture for copy operation that breaks the render pass
GLTexture copyTex;
glBindTexture(GL_TEXTURE_2D, copyTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Set viewport and clear depth
glViewport(0, 0, kSize, kSize);
glClearDepthf(1);
glClearStencil(0x55);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// If depth is not cleared to 1, rendering would fail.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// If stencil is not clear to 0x55, rendering would fail.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0x55, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
// Set up program
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// Draw red
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.75f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Draw green
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, kSize / 2, 0, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Draw blue
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.25f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Draw yellow
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Break the render pass
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, kSize / 2, kSize / 2, 0, 0, kSize / 2, kSize / 2);
ASSERT_GL_NO_ERROR();
// Verify the counters
EXPECT_EQ(counters.depthClears, expectedDepthClearCount);
EXPECT_EQ(counters.depthLoads, expectedDepthLoadCount);
EXPECT_EQ(counters.stencilClears, expectedStencilClearCount);
EXPECT_GE(counters.stencilLoads, expectedStencilLoadCountMin);
EXPECT_LE(counters.stencilLoads, expectedStencilLoadCountMax);
// Verify that copies were done correctly.
GLFramebuffer verifyFBO;
glBindFramebuffer(GL_FRAMEBUFFER, verifyFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, kSize / 2, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::yellow);
}
// Ensures we use read-only depth layout when there is no write
TEST_P(VulkanPerformanceCounterTest, ReadOnlyDepthBufferLayout)
{
const rx::vk::PerfCounters &counters = hackANGLE();
constexpr GLsizei kSize = 64;
// Create depth only FBO and fill depth texture to leftHalf=0.0 and rightHalf=1.0. This should
// use writeable layout
uint32_t expectedReadOnlyDepthStencilCount = counters.readOnlyDepthStencilRenderPasses;
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);
GLFramebuffer depthOnlyFBO;
glBindFramebuffer(GL_FRAMEBUFFER, depthOnlyFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glViewport(0, 0, kSize / 2, kSize);
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.0f);
glViewport(kSize / 2, 0, kSize / 2, kSize);
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 1.0f);
glViewport(0, 0, kSize, kSize);
ASSERT_GL_NO_ERROR();
// Because the layout counter is updated at end of renderpass, we need to issue a finish call
// here to end the renderpass.
glFinish();
uint32_t actualReadOnlyDepthStencilCount = counters.readOnlyDepthStencilRenderPasses;
EXPECT_EQ(expectedReadOnlyDepthStencilCount, actualReadOnlyDepthStencilCount);
// Create a color+depth FBO and use depth as read only. This should use read only layout
expectedReadOnlyDepthStencilCount = counters.readOnlyDepthStencilRenderPasses + 1;
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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);
// Clear color to blue and draw a green quad with depth=0.5
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
GLfloat *clearColor = GLColor::blue.toNormalizedVector().data();
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// The pixel check will end renderpass.
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(1 + kSize / 2, 1, GLColor::red);
actualReadOnlyDepthStencilCount = counters.readOnlyDepthStencilRenderPasses;
EXPECT_EQ(expectedReadOnlyDepthStencilCount, actualReadOnlyDepthStencilCount);
}
ANGLE_INSTANTIATE_TEST(VulkanPerformanceCounterTest, ES3_VULKAN());
ANGLE_INSTANTIATE_TEST(VulkanPerformanceCounterTest_ES31, ES31_VULKAN());
} // anonymous namespace