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

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  • Author : Shahbaz Youssefi
    Date : 2021-03-05 04:07:21
    Hash : e354ff1a
    Message : Vulkan: Allow DynamicBuffer suballocation in BufferVk When allocations are made from DynamicBuffer, they suballocate from a possibly larger BufferHelper. In BufferVk, the offset of the suballocation was discarded, which limited the use of DynamicBuffer to a pool of small buffers. This change applies any such offset that may arise from suballocations everywhere, and makes BufferVk use a larger buffer size when the GL_DYNAMIC_* buffer usage hints are provided. Bug: angleproject:5719 Change-Id: I3df3317f7acff1b1b06a5e3e2bb707616a7d0512 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2738650 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/IndexBufferOffsetTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // IndexBufferOffsetTest.cpp: Test glDrawElements with an offset and an index buffer
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    #include "util/test_utils.h"
    
    using namespace angle;
    
    class IndexBufferOffsetTest : public ANGLETest
    {
      protected:
        IndexBufferOffsetTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void testSetUp() override
        {
            constexpr char kVS[] =
                R"(precision highp float;
                attribute vec2 position;
    
                void main()
                {
                    gl_Position = vec4(position, 0.0, 1.0);
                })";
    
            constexpr char kFS[] =
                R"(precision highp float;
                uniform vec4 color;
    
                void main()
                {
                    gl_FragColor = color;
                })";
    
            mProgram = CompileProgram(kVS, kFS);
            ASSERT_NE(0u, mProgram);
    
            mColorUniformLocation      = glGetUniformLocation(mProgram, "color");
            mPositionAttributeLocation = glGetAttribLocation(mProgram, "position");
    
            const GLfloat vertices[] = {-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
            glGenBuffers(1, &mVertexBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
            glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices[0], GL_STATIC_DRAW);
    
            glGenBuffers(1, &mIndexBuffer);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
        }
    
        void testTearDown() override
        {
            glDeleteBuffers(1, &mVertexBuffer);
            glDeleteBuffers(1, &mIndexBuffer);
            glDeleteProgram(mProgram);
        }
    
        void preTestUpdateBuffer(GLuint framebuffer, GLuint texture, GLuint buffer, GLsizei size)
        {
            GLsizei uboSize = std::max(size, 16);
            const std::vector<uint32_t> initialData((uboSize + 3) / 4, 0x1234567u);
    
            glBindTexture(GL_TEXTURE_2D, texture);
            glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
    
            glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture,
                                   0);
    
            glBindBuffer(GL_UNIFORM_BUFFER, buffer);
            glBufferData(GL_UNIFORM_BUFFER, uboSize, initialData.data(), GL_DYNAMIC_DRAW);
            glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer);
    
            constexpr char kVerifyUBO[] = R"(#version 300 es
    precision mediump float;
    uniform block {
        uint data;
    } ubo;
    out vec4 colorOut;
    void main()
    {
        if (ubo.data == 0x1234567u)
            colorOut = vec4(0, 1.0, 0, 1.0);
        else
            colorOut = vec4(1.0, 0, 0, 1.0);
    })";
    
            ANGLE_GL_PROGRAM(verifyUbo, essl3_shaders::vs::Simple(), kVerifyUBO);
    
            glDisable(GL_BLEND);
            drawQuad(verifyUbo, essl3_shaders::PositionAttrib(), 0.5);
    
            EXPECT_GL_NO_ERROR();
    
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
        }
    
        void runTest(GLenum type,
                     int typeWidth,
                     void *indexDataIn,
                     bool smallUpdates,
                     bool useBuffersAsUboFirst)
        {
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
    
            size_t indexDataWidth = 6 * typeWidth;
    
            std::vector<GLubyte> indexData(6 * 3 * sizeof(GLuint), 0);
            memcpy(indexData.data() + indexDataWidth, indexDataIn, indexDataWidth);
    
            GLFramebuffer elementUpdateFbo;
            GLTexture elementUpdateTex;
    
            if (useBuffersAsUboFirst)
            {
                preTestUpdateBuffer(elementUpdateFbo, elementUpdateTex, mIndexBuffer,
                                    3 * indexDataWidth);
            }
            else
            {
                glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * indexDataWidth, nullptr, GL_DYNAMIC_DRAW);
            }
    
            if (smallUpdates)
            {
                glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexDataWidth, indexData.data());
                glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indexDataWidth, indexDataWidth,
                                indexData.data() + indexDataWidth);
                glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 2 * indexDataWidth, indexDataWidth,
                                indexData.data() + 2 * indexDataWidth);
            }
            else
            {
                glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, 3 * indexDataWidth, indexData.data());
            }
    
            glUseProgram(mProgram);
    
            glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
            glVertexAttribPointer(mPositionAttributeLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
            glEnableVertexAttribArray(mPositionAttributeLocation);
    
            glUniform4f(mColorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
    
            for (int i = 0; i < 16; i++)
            {
                glDrawElements(GL_TRIANGLES, 6, type, reinterpret_cast<void *>(indexDataWidth));
                EXPECT_PIXEL_COLOR_EQ(64, 64, GLColor::red);
            }
    
            if (smallUpdates)
            {
                glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indexDataWidth, indexDataWidth,
                                indexData.data());
                glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 2 * indexDataWidth, indexDataWidth,
                                indexData.data() + indexDataWidth);
            }
            else
            {
                glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indexDataWidth, 2 * indexDataWidth,
                                indexData.data());
            }
    
            glUniform4f(mColorUniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
            glDrawElements(GL_TRIANGLES, 6, type, reinterpret_cast<void *>(indexDataWidth * 2));
            EXPECT_PIXEL_COLOR_EQ(64, 64, GLColor::green);
    
            if (useBuffersAsUboFirst)
            {
                glBindFramebuffer(GL_FRAMEBUFFER, elementUpdateFbo);
                EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
            }
    
            EXPECT_GL_NO_ERROR();
            swapBuffers();
        }
    
        GLuint mProgram;
        GLint mColorUniformLocation;
        GLint mPositionAttributeLocation;
        GLuint mVertexBuffer;
        GLuint mIndexBuffer;
    };
    
    class IndexBufferOffsetTestES3 : public IndexBufferOffsetTest
    {};
    
    // Test using an offset for an UInt8 index buffer
    TEST_P(IndexBufferOffsetTest, UInt8Index)
    {
        GLubyte indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_BYTE, 1, indexData, false, false);
    }
    
    // Test using an offset for an UInt16 index buffer
    TEST_P(IndexBufferOffsetTest, UInt16Index)
    {
        GLushort indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_SHORT, 2, indexData, false, false);
    }
    
    // Test using an offset for an UInt32 index buffer
    TEST_P(IndexBufferOffsetTest, UInt32Index)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_OES_element_index_uint"));
    
        GLuint indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_INT, 4, indexData, false, false);
    }
    
    // Test using an offset for an UInt8 index buffer with small buffer updates
    TEST_P(IndexBufferOffsetTest, UInt8IndexSmallUpdates)
    {
        GLubyte indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_BYTE, 1, indexData, true, false);
    }
    
    // Test using an offset for an UInt16 index buffer with small buffer updates
    TEST_P(IndexBufferOffsetTest, UInt16IndexSmallUpdates)
    {
        GLushort indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_SHORT, 2, indexData, true, false);
    }
    
    // Test using an offset for an UInt32 index buffer with small buffer updates
    TEST_P(IndexBufferOffsetTest, UInt32IndexSmallUpdates)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_OES_element_index_uint"));
    
        GLuint indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_INT, 4, indexData, true, false);
    }
    
    // Test using an offset for an UInt8 index buffer after uploading data to a buffer that is in use
    TEST_P(IndexBufferOffsetTestES3, UseAsUBOThenUpdateThenUInt8Index)
    {
        // http://anglebug.com/5950
        ANGLE_SKIP_TEST_IF(IsAMD() && IsVulkan() && IsWindows());
    
        // http://anglebug.com/5957
        ANGLE_SKIP_TEST_IF(IsVulkan() && (IsPixel2() || IsPixel2XL()));
    
        GLubyte indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_BYTE, 1, indexData, false, true);
    }
    
    // Test using an offset for an UInt16 index buffer after uploading data to a buffer that is in use
    TEST_P(IndexBufferOffsetTestES3, UseAsUBOThenUpdateThenUInt16Index)
    {
        // http://anglebug.com/5957
        ANGLE_SKIP_TEST_IF(IsVulkan() && (IsPixel2() || IsPixel2XL()));
    
        GLushort indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_SHORT, 2, indexData, false, true);
    }
    
    // Test using an offset for an UInt32 index buffer after uploading data to a buffer that is in use
    TEST_P(IndexBufferOffsetTestES3, UseAsUBOThenUpdateThenUInt32Index)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_OES_element_index_uint"));
    
        // http://anglebug.com/5957
        ANGLE_SKIP_TEST_IF(IsVulkan() && (IsPixel2() || IsPixel2XL()));
    
        GLuint indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_INT, 4, indexData, false, true);
    }
    
    // Test using an offset for an UInt8 index buffer after uploading data to a buffer that is in use,
    // with small buffer updates
    TEST_P(IndexBufferOffsetTestES3, UseAsUBOThenUpdateThenUInt8IndexSmallUpdates)
    {
        // http://anglebug.com/5950
        ANGLE_SKIP_TEST_IF(IsAMD() && IsVulkan() && IsWindows());
    
        // http://anglebug.com/5957
        ANGLE_SKIP_TEST_IF(IsVulkan() && (IsPixel2() || IsPixel2XL()));
    
        GLubyte indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_BYTE, 1, indexData, true, true);
    }
    
    // Test using an offset for an UInt16 index buffer after uploading data to a buffer that is in use,
    // with small buffer updates
    TEST_P(IndexBufferOffsetTestES3, UseAsUBOThenUpdateThenUInt16IndexSmallUpdates)
    {
        // http://anglebug.com/5957
        ANGLE_SKIP_TEST_IF(IsVulkan() && (IsPixel2() || IsPixel2XL()));
    
        GLushort indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_SHORT, 2, indexData, true, true);
    }
    
    // Test using an offset for an UInt32 index buffer after uploading data to a buffer that is in use,
    // with small buffer updates
    TEST_P(IndexBufferOffsetTestES3, UseAsUBOThenUpdateThenUInt32IndexSmallUpdates)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_OES_element_index_uint"));
    
        // http://anglebug.com/5957
        ANGLE_SKIP_TEST_IF(IsVulkan() && (IsPixel2() || IsPixel2XL()));
    
        GLuint indexData[] = {0, 1, 2, 1, 2, 3};
        runTest(GL_UNSIGNED_INT, 4, indexData, true, true);
    }
    
    // Uses index buffer offset and 2 drawElement calls one of the other, makes sure the second
    // drawElement call will use the correct offset.
    TEST_P(IndexBufferOffsetTest, DrawAtDifferentOffsets)
    {
        GLushort indexData[] = {0, 1, 2, 1, 2, 3};
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        size_t indexDataWidth = 6 * sizeof(GLushort);
    
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexDataWidth, indexData, GL_DYNAMIC_DRAW);
        glUseProgram(mProgram);
    
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glVertexAttribPointer(mPositionAttributeLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(mPositionAttributeLocation);
    
        glUniform4f(mColorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
    
        glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
        glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT,
                       reinterpret_cast<void *>(indexDataWidth / 2));
    
        // Check the upper left triangle
        EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 4, GLColor::red);
    
        // Check the down right triangle
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Uses index buffer offset and 2 drawElement calls one of the other, one has aligned
    // offset and one doesn't
    TEST_P(IndexBufferOffsetTest, DrawAtDifferentOffsetAlignments)
    {
        GLubyte indexData8[]   = {0, 1, 0, 1, 2, 3};
        GLushort indexData16[] = {0, 1, 2, 1, 2, 3};
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        size_t indexDataWidth16 = 6 * sizeof(GLushort);
    
        GLuint buffer[2];
        glGenBuffers(2, buffer);
    
        glUseProgram(mProgram);
        glUniform4f(mColorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
    
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glVertexAttribPointer(mPositionAttributeLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(mPositionAttributeLocation);
    
        // 8 bit index with aligned offset
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer[0]);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexData8), indexData8, GL_DYNAMIC_DRAW);
    
        glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, reinterpret_cast<void *>(2));
    
        // 16 bits index buffer, which unaligned offset
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer[1]);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexDataWidth16, indexData16, GL_DYNAMIC_DRAW);
    
        glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT,
                       reinterpret_cast<void *>(indexDataWidth16 / 2));
    
        // Check the upper left triangle
        EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 4, GLColor::red);
    
        // Check the down right triangle
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Uses index buffer offset and 2 drawElement calls one of the other with different counts,
    // makes sure the second drawElement call will have its data available.
    TEST_P(IndexBufferOffsetTest, DrawWithDifferentCountsSameOffset)
    {
        GLubyte indexData[] = {99, 0, 1, 2, 1, 2, 3};
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        size_t indexDataWidth = 7 * sizeof(GLubyte);
    
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexDataWidth, indexData, GL_DYNAMIC_DRAW);
        glUseProgram(mProgram);
    
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glVertexAttribPointer(mPositionAttributeLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(mPositionAttributeLocation);
    
        glUniform4f(mColorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
    
        // The first draw draws the first triangle, and the second draws a quad.
        glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, reinterpret_cast<void *>(1));
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<void *>(1));
    
        // Check the upper left triangle
        EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 4, GLColor::red);
    
        // Check the down right triangle
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red);
    
        EXPECT_GL_NO_ERROR();
    }
    
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(IndexBufferOffsetTest);
    
    ANGLE_INSTANTIATE_TEST_ES3(IndexBufferOffsetTestES3);