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kc3-lang/angle/tests/angle_tests/PointSpritesTest.cpp

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  • Author : Cooper Partin
    Date : 2015-02-03 09:04:20
    Hash : 4e47b92f
    Message : Fix instanced point sprites when gl_PointSize is specified but not used Change-Id: I2350fa60cae55f02d7b484c34544c035acaba6ad Reviewed-on: https://chromium-review.googlesource.com/245703 Reviewed-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • tests/angle_tests/PointSpritesTest.cpp
  • #include "ANGLETest.h"
    
    // Use this to select which configurations (e.g. which renderer, which GLES
    // major version) these tests should be run against.
    //
    // Some of the pointsprite tests below were ported from Khronos WebGL
    // conformance test suite.
    
    //
    // We test on D3D11 9_3 because the existing D3D11 PointSprite implementation
    // uses Geometry Shaders which are not supported for 9_3.
    // D3D9 and D3D11 are also tested to ensure no regressions.
    ANGLE_TYPED_TEST_CASE(PointSpritesTest, ES2_D3D9, ES2_D3D11, ES2_D3D11_FL9_3);
    
    template<typename T>
    class PointSpritesTest : public ANGLETest
    {
      protected:
        const int windowWidth = 256;
        const int windowHeight = 256;
        PointSpritesTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
        {
            setWindowWidth(windowWidth);
            setWindowHeight(windowHeight);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
        }
    
        float s2p(float s)
        {
            return (s + 1.0f) * 0.5f * (GLfloat)windowWidth;
        }
    };
    
    // Checks gl_PointCoord and gl_PointSize
    // https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/variables/gl-pointcoord.html
    TYPED_TEST(PointSpritesTest, PointCoordAndPointSizeCompliance)
    {
        const std::string fs = SHADER_SOURCE
        (
            precision mediump float;
            void main()
            {
                gl_FragColor = vec4(
                    gl_PointCoord.x,
                    gl_PointCoord.y,
                    0,
                    1);
            }
        );
    
        const std::string vs = SHADER_SOURCE
        (
            attribute vec4 vPosition;
            uniform float uPointSize;
            void main()
            {
                gl_PointSize = uPointSize;
                gl_Position = vPosition;
            }
        );
    
        GLuint program = CompileProgram(vs, fs);
        ASSERT_NE(program, 0u);
        ASSERT_GL_NO_ERROR();
    
        glUseProgram(program);
    
        GLfloat pointSizeRange[2] = {};
        glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
    
        GLfloat maxPointSize = pointSizeRange[1];
    
        ASSERT_TRUE(maxPointSize >= 1);
        maxPointSize = floorf(maxPointSize);
        ASSERT_TRUE((int)maxPointSize % 1 == 0);
    
        maxPointSize = std::min(maxPointSize, 64.0f);
        GLfloat pointWidth = maxPointSize / windowWidth;
        GLfloat step = floorf(maxPointSize / 4);
        GLfloat pointStep = std::max<GLfloat>(1.0f, step);
    
        GLint pointSizeLoc = glGetUniformLocation(program, "uPointSize");
        ASSERT_GL_NO_ERROR();
    
        glUniform1f(pointSizeLoc, maxPointSize);
        ASSERT_GL_NO_ERROR();
    
        GLfloat pixelOffset = ((int)maxPointSize % 2) ? (1.0f / (GLfloat)windowWidth) : 0;
        GLuint vertexObject = 0;
        glGenBuffers(1, &vertexObject);
        ASSERT_NE(vertexObject, 0U);
        ASSERT_GL_NO_ERROR();
    
        glBindBuffer(GL_ARRAY_BUFFER, vertexObject);
        ASSERT_GL_NO_ERROR();
    
        GLfloat thePoints[] = { -0.5 + pixelOffset, -0.5 + pixelOffset,
                                 0.5 + pixelOffset, -0.5 + pixelOffset,
                                -0.5 + pixelOffset,  0.5 + pixelOffset,
                                 0.5 + pixelOffset,  0.5 + pixelOffset };
    
        glBufferData(GL_ARRAY_BUFFER, sizeof(thePoints), thePoints, GL_STATIC_DRAW);
        ASSERT_GL_NO_ERROR();
    
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        glDrawArrays(GL_POINTS, 0, 4);
        ASSERT_GL_NO_ERROR();
    
        glDeleteBuffers(1, &vertexObject);
    
        std::string debugText;
        for (float py = 0; py < 2; ++py) {
            for (float px = 0; px < 2; ++px) {
                float pointX = -0.5 + px + pixelOffset;
                float pointY = -0.5 + py + pixelOffset;
                for (int yy = 0; yy < maxPointSize; yy += pointStep) {
                    for (int xx = 0; xx < maxPointSize; xx += pointStep) {
                        // formula for s and t from OpenGL ES 2.0 spec section 3.3
                        float xw = s2p(pointX);
                        float yw = s2p(pointY);
                        float u = xx / maxPointSize * 2 - 1;
                        float v = yy / maxPointSize * 2 - 1;
                        float xf = floorf(s2p(pointX + u * pointWidth));
                        float yf = floorf(s2p(pointY + v * pointWidth));
                        float s = 0.5 + (xf + 0.5 - xw) / maxPointSize;
                        float t = 0.5 + (yf + 0.5 - yw) / maxPointSize;
                        GLubyte color[4] = { floorf(s * 255), floorf((1 - t) * 255), 0, 255 };
                        EXPECT_PIXEL_NEAR(xf, yf, color[0], color[1], color[2], color[3], 4);
                    }
                }
            }
        }
    }
    
    // Verify that drawing a point without enabling any attributes succeeds
    // https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-no-attributes.html
    TYPED_TEST(PointSpritesTest, PointWithoutAttributesCompliance)
    {
        const std::string fs = SHADER_SOURCE
        (
            precision mediump float;
            void main()
            {
                gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
            }
        );
    
        const std::string vs = SHADER_SOURCE
        (
            void main()
            {
                gl_PointSize = 1.0;
                gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
            }
        );
    
        GLuint program = CompileProgram(vs, fs);
        ASSERT_NE(program, 0u);
        ASSERT_GL_NO_ERROR();
    
        glUseProgram(program);
    
        glDrawArrays(GL_POINTS, 0, 1);
        ASSERT_GL_NO_ERROR();
    
        // expect the center pixel to be green
        EXPECT_PIXEL_EQ((windowWidth - 1) / 2, (windowHeight - 1) / 2, 0, 255, 0, 255);
    }
    
    // This is a regression test for a graphics driver bug affecting end caps on roads in MapsGL
    // https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-with-gl-pointcoord-in-fragment-shader.html
    TYPED_TEST(PointSpritesTest, PointCoordRegressionTest)
    {
        const std::string fs = SHADER_SOURCE
        (
            precision mediump float;
            varying vec4 v_color;
            void main()
            {
                // It seems as long as this mathematical expression references
                // gl_PointCoord, the fragment's color is incorrect.
                vec2 diff = gl_PointCoord - vec2(.5, .5);
                if (length(diff) > 0.5)
                    discard;
    
                // The point should be a solid color.
                gl_FragColor = v_color;
            }
        );
    
        const std::string vs = SHADER_SOURCE
        (
            varying vec4 v_color;
            // The X and Y coordinates of the center of the point.
            attribute vec2 a_vertex;
            uniform float u_pointSize;
            void main()
            {
                gl_PointSize = u_pointSize;
                gl_Position = vec4(a_vertex, 0.0, 1.0);
                // The color of the point.
                v_color = vec4(0.0, 1.0, 0.0, 1.0);
            }
        );
    
        GLuint program = CompileProgram(vs, fs);
        ASSERT_NE(program, 0u);
        ASSERT_GL_NO_ERROR();
    
        glUseProgram(program);
    
        GLfloat pointSizeRange[2] = {};
        glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
    
        GLfloat maxPointSize = pointSizeRange[1];
    
        ASSERT_TRUE(maxPointSize > 2);
    
        glClearColor(0, 0, 0, 1);
        glDisable(GL_DEPTH_TEST);
        glClear(GL_COLOR_BUFFER_BIT);
    
        GLint pointSizeLoc = glGetUniformLocation(program, "u_pointSize");
        ASSERT_GL_NO_ERROR();
    
        GLfloat pointSize = std::min<GLfloat>(20.0f, maxPointSize);
        glUniform1f(pointSizeLoc, pointSize);
        ASSERT_GL_NO_ERROR();
    
        GLuint vertexObject = 0;
        glGenBuffers(1, &vertexObject);
        ASSERT_NE(vertexObject, 0U);
        ASSERT_GL_NO_ERROR();
    
        glBindBuffer(GL_ARRAY_BUFFER, vertexObject);
        ASSERT_GL_NO_ERROR();
    
        GLfloat thePoints[] = { 0.0f, 0.0f };
    
        glBufferData(GL_ARRAY_BUFFER, sizeof(thePoints), thePoints, GL_STATIC_DRAW);
        ASSERT_GL_NO_ERROR();
    
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
    
        glDrawArrays(GL_POINTS, 0, 1);
        ASSERT_GL_NO_ERROR();
    
        // expect the center pixel to be green
        EXPECT_PIXEL_EQ((windowWidth - 1) / 2, (windowHeight - 1) / 2, 0, 255, 0, 255);
    
        glDeleteBuffers(1, &vertexObject);
    }
    
    // Verify GL_VERTEX_PROGRAM_POINT_SIZE is enabled
    // https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-size.html
    TYPED_TEST(PointSpritesTest, PointSizeEnabledCompliance)
    {
        const std::string fs = SHADER_SOURCE
        (
            precision mediump float;
            varying vec4 color;
    
            void main()
            {
                gl_FragColor = color;
            }
        );
    
        const std::string vs = SHADER_SOURCE
        (
            attribute vec3 pos;
            attribute vec4 colorIn;
            uniform float pointSize;
            varying vec4 color;
    
            void main()
            {
                gl_PointSize = pointSize;
                color = colorIn;
                gl_Position = vec4(pos, 1.0);
            }
        );
    
        GLuint program = CompileProgram(vs, fs);
        ASSERT_NE(program, 0u);
        ASSERT_GL_NO_ERROR();
    
        glUseProgram(program);
    
        glDisable(GL_BLEND);
    
        // The choice of (0.4, 0.4) ensures that the centers of the surrounding
        // pixels are not contained within the point when it is of size 1, but
        // that they definitely are when it is of size 2.
        GLfloat vertices[] = { 0.4f, 0.4f, 0.0f };
        GLubyte colors[] = { 255, 0, 0, 255 };
    
        GLuint vertexObject = 0;
        glGenBuffers(1, &vertexObject);
        ASSERT_NE(vertexObject, 0U);
        ASSERT_GL_NO_ERROR();
    
        glBindBuffer(GL_ARRAY_BUFFER, vertexObject);
        ASSERT_GL_NO_ERROR();
    
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices) + sizeof(colors), NULL, GL_STATIC_DRAW);
        ASSERT_GL_NO_ERROR();
    
        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
        ASSERT_GL_NO_ERROR();
    
        glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors);
        ASSERT_GL_NO_ERROR();
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(0);
    
        glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, (GLvoid*)sizeof(vertices));
        glEnableVertexAttribArray(1);
    
        GLint pointSizeLoc = glGetUniformLocation(program, "pointSize");
        ASSERT_GL_NO_ERROR();
    
        glUniform1f(pointSizeLoc, 1.0f);
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_POINTS, 0, _countof(vertices) / 3);
        ASSERT_GL_NO_ERROR();
    
        // Test the pixels around the target Red pixel to ensure
        // they are the expected color values
        for (GLint y = 178; y < 180; ++y)
        {
            for (GLint x = 178; x < 180; ++x)
            {
                // 179x179 is expected to be a red pixel
                // All others are black
                GLubyte expectedColor[4] = { 0, 0, 0, 0 };
                if (x == 179 && y == 179)
                {
                    expectedColor[0] = 255;
                    expectedColor[3] = 255;
                }
                EXPECT_PIXEL_EQ(x, y, expectedColor[0], expectedColor[1], expectedColor[2], expectedColor[3]);
            }
        }
    
        swapBuffers();
    
        GLfloat pointSizeRange[2] = {};
        glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
    
        if (pointSizeRange[1] >= 2.0)
        {
            // Draw a point of size 2 and verify it fills the appropriate region.
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            glUniform1f(pointSizeLoc, 2.0f);
            ASSERT_GL_NO_ERROR();
    
            glDrawArrays(GL_POINTS, 0, _countof(vertices) / 3);
            ASSERT_GL_NO_ERROR();
    
            // Test the pixels to ensure the target is ALL Red pixels
            for (GLint y = 178; y < 180; ++y)
            {
                for (GLint x = 178; x < 180; ++x)
                {
                    EXPECT_PIXEL_EQ(x, y, 255, 0, 0, 255);
                }
            }
        }
    
        glDeleteBuffers(1, &vertexObject);
    }
    
    // Verify that rendering works correctly when gl_PointSize is declared in a shader but isn't used
    TYPED_TEST(PointSpritesTest, PointSizeDeclaredButUnused)
    {
        const std::string vs = SHADER_SOURCE
        (
            attribute highp vec4 position;
    
            void main(void)
            {
                gl_PointSize = 1.0;
                gl_Position = position;
            }
        );
    
        const std::string fs = SHADER_SOURCE
        (
            void main(void)
            {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
            }
        );
    
        GLuint program = CompileProgram(vs, fs);
        ASSERT_NE(program, 0u);
        ASSERT_GL_NO_ERROR();
    
        glUseProgram(program);
        drawQuad(program, "position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    
        // expect the center pixel to be red
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
    
        glDeleteProgram(program);
    }