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

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  • Author : Yuly Novikov
    Date : 2016-09-23 18:25:47
    Hash : 00ff1194
    Message : Disable DrawBuffersTest.Gaps on Windows AMD OpenGL Fails on Win7 Release (AMD R7 240) bot BUG=angleproject:1535 Change-Id: I5e8d0552867bfe0d81f3e189536c50b36f530089 Reviewed-on: https://chromium-review.googlesource.com/389233 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/DrawBuffersTest.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.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    class DrawBuffersTest : public ANGLETest
    {
      protected:
        DrawBuffersTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
            mMaxDrawBuffers = 0;
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            // This test seems to fail on an nVidia machine when the window is hidden
            SetWindowVisible(true);
    
            glGenFramebuffers(1, &mFBO);
            glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
    
            glGenTextures(4, mTextures);
    
            for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
            {
                glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                             GL_UNSIGNED_BYTE, nullptr);
            }
    
            GLfloat data[] =
            {
                -1.0f, 1.0f,
                -1.0f, -2.0f,
                2.0f, 1.0f
            };
    
            glGenBuffers(1, &mBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6, data, GL_STATIC_DRAW);
    
            glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteFramebuffers(1, &mFBO);
            glDeleteTextures(4, mTextures);
            glDeleteBuffers(1, &mBuffer);
    
            ANGLETest::TearDown();
        }
    
        void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
        {
            const std::string vertexShaderSource =
                "#version 300 es\n"
                "in vec4 position;\n"
                "void main() {\n"
                "    gl_Position = position;\n"
                "}\n";
    
            std::stringstream strstr;
    
            strstr << "#version 300 es\n"
                      "precision highp float;\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    strstr << "layout(location = " << index << ") "
                              "out vec4 value" << index << ";\n";
                }
            }
    
            strstr << "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    value" << index << " = vec4("
                           << r << ".0, " << g << ".0, "
                           << b << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(vertexShaderSource, strstr.str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glUseProgram(*programOut);
    
            GLint location = glGetAttribLocation(*programOut, "position");
            ASSERT_NE(location, -1);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, NULL);
            glEnableVertexAttribArray(location);
        }
    
        void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
        {
            const std::string vertexShaderSource =
                "attribute vec4 position;\n"
                "void main() {\n"
                "    gl_Position = position;\n"
                "}\n";
    
            std::stringstream strstr;
    
            strstr << "#extension GL_EXT_draw_buffers : enable\n"
                      "precision highp float;\n"
                      "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    gl_FragData[" << index << "] = vec4("
                        << r << ".0, " << g << ".0, "
                        << b << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(vertexShaderSource, strstr.str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glUseProgram(*programOut);
    
            GLint location = glGetAttribLocation(*programOut, "position");
            ASSERT_NE(location, -1);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, NULL);
            glEnableVertexAttribArray(location);
        }
    
        void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
        {
            if (getClientMajorVersion() == 3)
            {
                setupMRTProgramESSL3(bufferEnabled, programOut);
            }
            else
            {
                ASSERT_EQ(getClientMajorVersion(), 2);
                setupMRTProgramESSL1(bufferEnabled, programOut);
            }
        }
    
        static GLColor getColorForIndex(unsigned int index)
        {
            GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0;
            GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0;
            GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0;
            return GLColor(r, g, b, 255u);
        }
    
        void verifyAttachment2D(unsigned int index, GLuint textureName, GLenum target, GLint level)
        {
            for (GLint colorAttachment = 0; colorAttachment < mMaxDrawBuffers; colorAttachment++)
            {
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachment, GL_TEXTURE_2D, 0, 0);
            }
    
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName, level);
    
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
        }
    
        void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer)
        {
            for (GLint colorAttachment = 0; colorAttachment < mMaxDrawBuffers; colorAttachment++)
            {
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachment,
                                       GL_TEXTURE_2D, 0, 0);
            }
    
            glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer);
    
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
        }
    
        GLuint mFBO;
        GLuint mTextures[4];
        GLuint mBuffer;
        GLint mMaxDrawBuffers;
    };
    
    // Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11
    TEST_P(DrawBuffersTest, VerifyD3DLimits)
    {
        EGLPlatformParameters platform = GetParam().eglParameters;
        if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            if (platform.majorVersion == 9 && platform.minorVersion == 3)
            {
                // D3D11 Feature Level 9_3 supports 4 draw buffers
                ASSERT_EQ(mMaxDrawBuffers, 4);
            }
            else
            {
                // D3D11 Feature Level 10_0+ supports 8 draw buffers
                ASSERT_EQ(mMaxDrawBuffers, 8);
            }
        }
        else
        {
            std::cout << "Test skipped for non-D3D11 renderers." << std::endl;
            return;
        }
    }
    
    TEST_P(DrawBuffersTest, Gaps)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_draw_buffers"))
        {
            std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
                      << std::endl;
            return;
        }
    
        if (IsWindows() && IsAMD() && IsDesktopOpenGL())
        {
            // TODO(ynovikov): Investigate the failure (http://anglebug.com/1535)
            std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
            return;
        }
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
    
        bool flags[8] = { false, true };
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] =
        {
            GL_NONE,
            GL_COLOR_ATTACHMENT1
        };
        glUseProgram(program);
        glDrawBuffersEXT(2, bufs);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstAndLast)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_draw_buffers"))
        {
            std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
                      << std::endl;
            return;
        }
    
        if (IsWindows() && IsAMD() && IsDesktopOpenGL())
        {
            // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
            std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
            return;
        }
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = { true, false, false, true };
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] =
        {
            GL_COLOR_ATTACHMENT0,
            GL_NONE,
            GL_NONE,
            GL_COLOR_ATTACHMENT3
        };
    
        glUseProgram(program);
        glDrawBuffersEXT(4, bufs);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
        verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstHalfNULL)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_draw_buffers"))
        {
            std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
                      << std::endl;
            return;
        }
    
        if (IsWindows() && IsAMD() && IsDesktopOpenGL())
        {
            // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
            std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
            return;
        }
    
        bool flags[8] = { false };
        GLenum bufs[8] = { GL_NONE };
    
        GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;
    
        for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0);
            flags[texIndex + halfMaxDrawBuffers] = true;
            bufs[texIndex + halfMaxDrawBuffers] = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        glUseProgram(program);
        glDrawBuffersEXT(mMaxDrawBuffers, bufs);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
        {
            verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0);
        }
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_draw_buffers"))
        {
            std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
                      << std::endl;
            return;
        }
    
        // Bind two render targets but use a shader which writes only to the first one.
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = { true, false };
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] =
        {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_NONE,
            GL_NONE,
        };
    
        glUseProgram(program);
        glDrawBuffersEXT(4, bufs);
    
        // This call should not crash when we dynamically generate the HLSL code.
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that binding multiple layers of a 3D texture works correctly
    TEST_P(DrawBuffersTest, 3DTextures)
    {
        if (getClientMajorVersion() < 3)
        {
            std::cout << "Test skipped because ES3 is not available." << std::endl;
            return;
        }
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_3D, texture.get());
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
                     0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
        };
    
        glUseProgram(program);
        glDrawBuffersEXT(4, bufs);
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        verifyAttachmentLayer(0, texture.get(), 0, 0);
        verifyAttachmentLayer(1, texture.get(), 0, 1);
        verifyAttachmentLayer(2, texture.get(), 0, 2);
        verifyAttachmentLayer(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that binding multiple layers of a 2D array texture works correctly
    TEST_P(DrawBuffersTest, 2DArrayTextures)
    {
        if (getClientMajorVersion() < 3)
        {
            std::cout << "Test skipped because ES3 is not available." << std::endl;
            return;
        }
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
        glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
                     getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
        };
    
        glUseProgram(program);
        glDrawBuffersEXT(4, bufs);
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        verifyAttachmentLayer(0, texture.get(), 0, 0);
        verifyAttachmentLayer(1, texture.get(), 0, 1);
        verifyAttachmentLayer(2, texture.get(), 0, 2);
        verifyAttachmentLayer(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(DrawBuffersTest,
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES());