Edit

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

Branch :

  • Show log

    Commit

  • Author : Qin Jiajia
    Date : 2016-11-09 06:45:32
    Hash : 4b97d504
    Message : Fixed incorrect multisample rendering when enable SAMPLE_COVERAGE on Win In RendererD3D::createRenderTarget, we use getNearestSamples(samples)'s result to assign D3D11_TEXTURE2D_DESC.SampleDesc.Count. However, in renderer11::updateState, we used the original samples to calculate mask by GetBlendSampleMask not the supported nearest samples. It would result that multisample rendering result was incorrect when enable AMPLE_COVERAGE and the samples is not in the suported list but less than max samples. At least, on Intel Win platform, we can reproduce it. The fixing is to use same samples in these two places. BUG=angleproject:1610 TEST=MultisampleCompatibilityTest.DrawCoverageAndResolve Change-Id: I255b12d1032317145adfcee94e65e88ae5307113 Reviewed-on: https://chromium-review.googlesource.com/408516 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/MultisampleCompatibilityTest.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.
    //
    // StateChangeTest:
    //   Specifically designed for an ANGLE implementation of GL, these tests validate that
    //   ANGLE's dirty bits systems don't get confused by certain sequences of state changes.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    #include "shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    const GLint kWidth = 64;
    const GLint kHeight = 64;
    
    // test drawing with GL_MULTISAMPLE_EXT enabled/disabled.
    class EXTMultisampleCompatibilityTest : public ANGLETest
    {
    
    protected:
        EXTMultisampleCompatibilityTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            static const char* v_shader_str =
                "attribute vec4 a_Position;\n"
                "void main()\n"
                "{ gl_Position = a_Position; }";
    
            static const char* f_shader_str =
                "precision mediump float;\n"
                "uniform vec4 color;"
                "void main() { gl_FragColor = color; }";
    
            mProgram = CompileProgram(v_shader_str, f_shader_str);
    
            GLuint position_loc = glGetAttribLocation(mProgram, "a_Position");
            mColorLoc = glGetUniformLocation(mProgram, "color");
    
            glGenBuffers(1, &mVBO);
            glBindBuffer(GL_ARRAY_BUFFER, mVBO);
            static float vertices[] = {
                1.0f,  1.0f, -1.0f, 1.0f,  -1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
                -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f,  -1.0f, 1.0f, 1.0f,
            };
            glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
            glEnableVertexAttribArray(position_loc);
            glVertexAttribPointer(position_loc, 2, GL_FLOAT, GL_FALSE, 0, 0);
        }
    
        void TearDown() override
        {
            glDeleteBuffers(1, &mVBO);
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        void prepareForDraw()
        {
            // Create a sample buffer.
            GLsizei num_samples = 4, max_samples = 0;
            glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
            num_samples = std::min(num_samples, max_samples);
    
            glGenRenderbuffers(1, &mSampleRB);
            glBindRenderbuffer(GL_RENDERBUFFER, mSampleRB);
            glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, num_samples,
                                                 GL_RGBA8_OES, kWidth, kHeight);
            GLint param = 0;
            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES,
                                     &param);
            EXPECT_GE(param, num_samples);
    
            glGenFramebuffers(1, &mSampleFBO);
            glBindFramebuffer(GL_FRAMEBUFFER, mSampleFBO);
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                  GL_RENDERBUFFER, mSampleRB);
            EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
              glCheckFramebufferStatus(GL_FRAMEBUFFER));
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
            // Create another FBO to resolve the multisample buffer into.
            glGenTextures(1, &mResolveTex);
            glBindTexture(GL_TEXTURE_2D, mResolveTex);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kWidth, kHeight, 0, GL_RGBA,
               GL_UNSIGNED_BYTE, NULL);
            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);
            glGenFramebuffers(1, &mResolveFBO);
            glBindFramebuffer(GL_FRAMEBUFFER, mResolveFBO);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                               mResolveTex, 0);
            EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
              glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
            glUseProgram(mProgram);
            glViewport(0, 0, kWidth, kHeight);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_BLEND);
            glBindFramebuffer(GL_FRAMEBUFFER, mSampleFBO);
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glClear(GL_COLOR_BUFFER_BIT);
        }
    
        void prepareForVerify()
        {
            // Resolve.
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleFBO);
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mResolveFBO);
            glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            glBlitFramebufferANGLE(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight,
              GL_COLOR_BUFFER_BIT, GL_NEAREST);
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mResolveFBO);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void cleanup()
        {
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            glDeleteFramebuffers(1, &mResolveFBO);
            glDeleteFramebuffers(1, &mSampleFBO);
            glDeleteTextures(1, &mResolveTex);
            glDeleteRenderbuffers(1, &mSampleRB);
    
            ASSERT_GL_NO_ERROR();
    
        }
    
        bool isApplicable() const
        {
            return extensionEnabled("GL_EXT_multisample_compatibility") &&
                 extensionEnabled("GL_ANGLE_framebuffer_multisample") &&
                 extensionEnabled("GL_OES_rgb8_rgba8") &&
                 !IsAMD();
        }
        GLuint mSampleFBO;
        GLuint mResolveFBO;
        GLuint mSampleRB;
        GLuint mResolveTex;
    
        GLuint mColorLoc;
        GLuint mProgram;
        GLuint mVBO;
    };
    
    } //
    
    // Test simple state tracking
    TEST_P(EXTMultisampleCompatibilityTest, TestStateTracking)
    {
        if (!isApplicable())
            return;
    
        EXPECT_TRUE(glIsEnabled(GL_MULTISAMPLE_EXT));
        glDisable(GL_MULTISAMPLE_EXT);
        EXPECT_FALSE(glIsEnabled(GL_MULTISAMPLE_EXT));
        glEnable(GL_MULTISAMPLE_EXT);
        EXPECT_TRUE(glIsEnabled(GL_MULTISAMPLE_EXT));
    
        EXPECT_FALSE(glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE_EXT));
        glEnable(GL_SAMPLE_ALPHA_TO_ONE_EXT);
        EXPECT_TRUE(glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE_EXT));
        glDisable(GL_SAMPLE_ALPHA_TO_ONE_EXT);
        EXPECT_FALSE(glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE_EXT));
    
        EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
    }
    
    // Test that disabling GL_MULTISAMPLE_EXT is handled correctly.
    TEST_P(EXTMultisampleCompatibilityTest, DrawAndResolve)
    {
        if (!isApplicable())
            return;
    
        static const float kBlue[] = {0.0f, 0.0f, 1.0f, 1.0f};
        static const float kGreen[] = {0.0f, 1.0f, 0.0f, 1.0f};
        static const float kRed[] = {1.0f, 0.0f, 0.0f, 1.0f};
    
        // Different drivers seem to behave differently with respect to resulting
        // values. These might be due to different MSAA sample counts causing
        // different samples to hit.  Other option is driver bugs. Just test that
        // disabling multisample causes a difference.
        std::unique_ptr<uint8_t[]> results[3];
        const GLint kResultSize = kWidth * kHeight * 4;
        for (int pass = 0; pass < 3; pass++)
        {
            prepareForDraw();
            // Green: from top right to bottom left.
            glUniform4fv(mColorLoc, 1, kGreen);
            glDrawArrays(GL_TRIANGLES, 0, 3);
    
            // Blue: from top left to bottom right.
            glUniform4fv(mColorLoc, 1, kBlue);
            glDrawArrays(GL_TRIANGLES, 3, 3);
    
            // Red, with and without MSAA: from bottom left to top right.
            if (pass == 1)
            {
                glDisable(GL_MULTISAMPLE_EXT);
            }
            glUniform4fv(mColorLoc, 1, kRed);
            glDrawArrays(GL_TRIANGLES, 6, 3);
            if (pass == 1)
            {
                glEnable(GL_MULTISAMPLE_EXT);
            }
            prepareForVerify();
            results[pass].reset(new uint8_t[kResultSize]);
            memset(results[pass].get(), 123u, kResultSize);
            glReadPixels(0, 0, kWidth, kHeight, GL_RGBA, GL_UNSIGNED_BYTE,
                       results[pass].get());
    
            cleanup();
        }
        EXPECT_NE(0, memcmp(results[0].get(), results[1].get(), kResultSize));
        // Verify that rendering is deterministic, so that the pass above does not
        // come from non-deterministic rendering.
        EXPECT_EQ(0, memcmp(results[0].get(), results[2].get(), kResultSize));
    }
    
    // Test that enabling GL_SAMPLE_ALPHA_TO_ONE_EXT affects rendering.
    TEST_P(EXTMultisampleCompatibilityTest, DrawAlphaOneAndResolve)
    {
        if (!isApplicable())
            return;
    
        // SAMPLE_ALPHA_TO_ONE is specified to transform alpha values of
        // covered samples to 1.0. In order to detect it, we use non-1.0
        // alpha.
        static const float kBlue[] = {0.0f, 0.0f, 1.0f, 0.5f};
        static const float kGreen[] = {0.0f, 1.0f, 0.0f, 0.5f};
        static const float kRed[] = {1.0f, 0.0f, 0.0f, 0.5f};
    
        // Different drivers seem to behave differently with respect to resulting
        // alpha value. These might be due to different MSAA sample counts causing
        // different samples to hit.  Other option is driver bugs. Testing exact or
        // even approximate sample values is not that easy.  Thus, just test
        // representative positions which have fractional pixels, inspecting that
        // normal rendering is different to SAMPLE_ALPHA_TO_ONE rendering.
        std::unique_ptr<uint8_t[]> results[3];
        const GLint kResultSize = kWidth * kHeight * 4;
    
        for (int pass = 0; pass < 3; ++pass)
        {
            prepareForDraw();
            if (pass == 1)
            {
                glEnable(GL_SAMPLE_ALPHA_TO_ONE_EXT);
            }
            glEnable(GL_MULTISAMPLE_EXT);
            glUniform4fv(mColorLoc, 1, kGreen);
            glDrawArrays(GL_TRIANGLES, 0, 3);
    
            glUniform4fv(mColorLoc, 1, kBlue);
            glDrawArrays(GL_TRIANGLES, 3, 3);
    
            glDisable(GL_MULTISAMPLE_EXT);
            glUniform4fv(mColorLoc, 1, kRed);
            glDrawArrays(GL_TRIANGLES, 6, 3);
    
            prepareForVerify();
            results[pass].reset(new uint8_t[kResultSize]);
            memset(results[pass].get(), 123u, kResultSize);
            glReadPixels(0, 0, kWidth, kHeight, GL_RGBA, GL_UNSIGNED_BYTE,
                results[pass].get());
            if (pass == 1)
            {
                glDisable(GL_SAMPLE_ALPHA_TO_ONE_EXT);
            }
    
            cleanup();
        }
        EXPECT_NE(0, memcmp(results[0].get(), results[1].get(), kResultSize));
        // Verify that rendering is deterministic, so that the pass above does not
        // come from non-deterministic rendering.
        EXPECT_EQ(0, memcmp(results[0].get(), results[2].get(), kResultSize));
    }
    
    ANGLE_INSTANTIATE_TEST(EXTMultisampleCompatibilityTest, ES2_OPENGL(), ES2_OPENGLES(), ES3_OPENGL());
    
    class MultisampleCompatibilityTest : public ANGLETest
    {
    
      protected:
        MultisampleCompatibilityTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void prepareForDraw(GLsizei numSamples)
        {
            // Create a sample buffer.
            glGenRenderbuffers(1, &mSampleRB);
            glBindRenderbuffer(GL_RENDERBUFFER, mSampleRB);
            glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, numSamples, GL_RGBA8, kWidth,
                                                  kHeight);
            GLint param = 0;
            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &param);
            EXPECT_GE(param, numSamples);
            glGenFramebuffers(1, &mSampleFBO);
            glBindFramebuffer(GL_FRAMEBUFFER, mSampleFBO);
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleRB);
            EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            // Create another FBO to resolve the multisample buffer into.
            glGenTextures(1, &mResolveTex);
            glBindTexture(GL_TEXTURE_2D, mResolveTex);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kWidth, kHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         NULL);
            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);
            glGenFramebuffers(1, &mResolveFBO);
            glBindFramebuffer(GL_FRAMEBUFFER, mResolveFBO);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mResolveTex, 0);
            EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
            glViewport(0, 0, kWidth, kHeight);
            glBindFramebuffer(GL_FRAMEBUFFER, mSampleFBO);
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            ASSERT_GL_NO_ERROR();
        }
    
        void prepareForVerify()
        {
            // Resolve.
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleFBO);
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mResolveFBO);
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            glBlitFramebufferANGLE(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT,
                                   GL_NEAREST);
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mResolveFBO);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void cleanup()
        {
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            glDeleteFramebuffers(1, &mResolveFBO);
            glDeleteFramebuffers(1, &mSampleFBO);
            glDeleteTextures(1, &mResolveTex);
            glDeleteRenderbuffers(1, &mSampleRB);
    
            ASSERT_GL_NO_ERROR();
        }
    
        bool isApplicable() const
        {
            return extensionEnabled("GL_ANGLE_framebuffer_multisample") &&
                   extensionEnabled("GL_OES_rgb8_rgba8");
        }
    
        GLuint mSampleFBO;
        GLuint mResolveFBO;
        GLuint mSampleRB;
        GLuint mResolveTex;
    };
    
    // Test that enabling GL_SAMPLE_COVERAGE affects rendering.
    TEST_P(MultisampleCompatibilityTest, DrawCoverageAndResolve)
    {
        if (!isApplicable())
            return;
    
        // TODO: Figure out why this fails on Android.
        if (IsAndroid())
        {
            std::cout << "Test skipped on Android." << std::endl;
            return;
        }
    
        const std::string &vertex =
            "attribute vec4 position;\n"
            "void main()\n"
            "{ gl_Position = position; }";
        const std::string &fragment =
            "void main()\n"
            "{ gl_FragColor =  vec4(1.0, 0.0, 0.0, 1.0); }";
    
        ANGLE_GL_PROGRAM(drawRed, vertex, fragment);
    
        GLsizei maxSamples = 0;
        glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
        int iterationCount = maxSamples + 1;
        for (int samples = 1; samples < iterationCount; samples++)
        {
            prepareForDraw(samples);
            glEnable(GL_SAMPLE_COVERAGE);
            glSampleCoverage(1.0, false);
            drawQuad(drawRed.get(), "position", 0.5f);
    
            prepareForVerify();
            GLsizei pixelCount = kWidth * kHeight;
            std::vector<GLColor> actual(pixelCount, GLColor::black);
            glReadPixels(0, 0, kWidth, kHeight, GL_RGBA, GL_UNSIGNED_BYTE, actual.data());
            glDisable(GL_SAMPLE_COVERAGE);
            cleanup();
    
            std::vector<GLColor> expected(pixelCount, GLColor::red);
            EXPECT_EQ(expected, actual);
        }
    }
    
    ANGLE_INSTANTIATE_TEST(MultisampleCompatibilityTest,
                           ES2_D3D9(),
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_D3D11(),
                           ES3_OPENGL(),
                           ES3_OPENGLES());