Edit

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

Branch :

  • Show log

    Commit

  • Author : Mohan Maiya
    Date : 2020-06-20 11:13:57
    Hash : 89c88559
    Message : Add end2end test for readonly feedbackloop Bug: angleproject:4778 Test: ./angle_end2end_tests --gtest_filter=ReadOnlyFeedbackLoopTest* Change-Id: I1c2500395d261c1686e5d325aad173462311c8c3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2252543 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Mohan Maiya <m.maiya@samsung.com>

  • src/tests/gl_tests/ReadOnlyFeedbackLoopTest.cpp
  • //
    // 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.
    //
    
    // Test that invokes a usecase where there is a feedback loop but the framebuffer
    // depth attachment is only read from
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    class ReadOnlyFeedbackLoopTest : public ANGLETest
    {
      protected:
        ReadOnlyFeedbackLoopTest()
        {
            setWindowWidth(256);
            setWindowHeight(256);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void testSetUp() override
        {
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glClearDepthf(1.0f);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glDepthRangef(-1.0f, 1.0f);
    
            glEnable(GL_BLEND);
            glDisable(GL_DEPTH_TEST);
    
            ASSERT_GL_NO_ERROR();
        }
    };
    
    // Fill out a depth texture to specific values and use it both as a sampler and a depth texture
    // with depth write disabled. This is to test a "read-only feedback loop" that needs to be
    // supported to match industry standard.
    TEST_P(ReadOnlyFeedbackLoopTest, DepthFeedbackLoop)
    {
        // TODO - Add support for readonly feedback loops (http://anglebug.com/4778)
        ANGLE_SKIP_TEST_IF(true);
    
        const GLuint width  = getWindowWidth();
        const GLuint height = getWindowHeight();
    
        GLTexture colorTex;
        GLTexture depthTex;
        GLTexture finalTex;
    
        GLFramebuffer gbufferFbo;
        GLFramebuffer finalFbo;
    
        ANGLE_GL_PROGRAM(colorFillProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        ANGLE_GL_PROGRAM(textureFillProgram, essl1_shaders::vs::Texture2D(),
                         essl1_shaders::fs::Texture2D());
    
        glBindTexture(GL_TEXTURE_2D, colorTex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, depthTex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 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);
        EXPECT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo);
        EXPECT_GL_NO_ERROR();
    
        // Attach a color and depth texture to the FBO
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
        EXPECT_GL_NO_ERROR();
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
        EXPECT_GL_NO_ERROR();
    
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Set the color texture to blue and depth texture to 1.0f
        glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
        glClearDepthf(1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        // Enable Depth test with passing always to write depth.
        glEnable(GL_DEPTH_TEST);
        glDepthMask(GL_TRUE);
        glDepthFunc(GL_ALWAYS);
    
        // Fill the middle of the depth texture with 0.0f. while the border remains 1.0f as
        // previously cleared.
        const GLfloat depthValue = 0.0f;
        drawQuad(colorFillProgram, essl1_shaders::PositionAttrib(), depthValue, 0.6f);
    
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, finalTex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        EXPECT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_FRAMEBUFFER, finalFbo);
        EXPECT_GL_NO_ERROR();
    
        // Enable Depth test without depth write.
        glEnable(GL_DEPTH_TEST);
        glDepthMask(GL_FALSE);
        glDepthFunc(GL_GREATER);
    
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, finalTex, 0);
        EXPECT_GL_NO_ERROR();
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
        EXPECT_GL_NO_ERROR();
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        glBindTexture(GL_TEXTURE_2D, depthTex);
    
        // Fill finalTex with values read from depthTex. This should work even though depthTex
        // is also bound as the depth attachment, because depth write is disabled.
        // The write to finalTex only succeeds for the middle region due to depth test.
        drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.7f, 1.0f);
    
        // Copy finalTex to default framebuffer for verification. Depth values written in the first
        // draw call are expected in the middle, while the clear value in the clear before the
        // second draw call are expected at the border.
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glDisable(GL_DEPTH_TEST);
        glDepthMask(GL_FALSE);
        glBindTexture(GL_TEXTURE_2D, finalTex);
        drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.0f, 1.0f);
        EXPECT_GL_NO_ERROR();
    
        GLint depthColorValue = (depthValue)*128 + 128;
        EXPECT_EQ(depthColorValue, angle::ReadColor(width / 2, height / 2).R);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
    }
    
    // Instantiate the test for ES2 and ES3.
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ReadOnlyFeedbackLoopTest);