Hash :
878e1c92
Author :
Date :
2024-10-07T16:34:54
Vulkan: Fix line-loop draw arrays after elements Currently, when drawing line-loop arrays in Vulkan, an index buffer is created to assist in drawing (since Vulkan does not natively include a line-loop draw mode). However, when LL array draw calls are mixed with non-LL element draw calls, it can lead to some rendering issues due to the fact that the proper index buffer is not obtained. * In VertexArrayVk::handleLineLoop(), if the cached indices are the same as the last draw, the same index buffer is obtained from the LineLoopHelper object. * (Using the newly added getCurrentIndexBuffer()) * Added unit test in which a triangle element draw is places between two LL array draws. Before the fix, the second LL draw would result in an incorrect line draw. Bug: chromium:40911000 Change-Id: Ibba9a0cb2b77a2b6ae2c1e9230afe3d16b70cb63 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5908694 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
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//
// 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 LineLoopTest : public ANGLETest<>
{
protected:
LineLoopTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mPositionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
mColorLocation = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override { glDeleteProgram(mProgram); }
void checkPixels()
{
std::vector<GLubyte> pixels(getWindowWidth() * getWindowHeight() * 4);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
&pixels[0]);
ASSERT_GL_NO_ERROR();
for (int y = 0; y < getWindowHeight(); y++)
{
for (int x = 0; x < getWindowWidth(); x++)
{
const GLubyte *pixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);
EXPECT_EQ(pixel[0], 0) << "Failed at " << x << ", " << y << std::endl;
EXPECT_EQ(pixel[1], pixel[2]) << "Failed at " << x << ", " << y << std::endl;
ASSERT_EQ(pixel[3], 255) << "Failed at " << x << ", " << y << std::endl;
}
}
}
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 indexType, GLuint indexBuffer, const void *indexPtr)
{
glClear(GL_COLOR_BUFFER_BIT);
static const GLfloat loopPositions[] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f,
-0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f};
static const GLfloat stripPositions[] = {-0.5f, -0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f, -0.5f};
static const GLubyte stripIndices[] = {1, 0, 3, 2, 1};
glEnable(GL_BLEND);
glUseProgram(mProgram);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, loopPositions);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawElements(GL_LINE_LOOP, 4, indexType, indexPtr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, stripPositions);
glUniform4f(mColorLocation, 0, 1, 0, 1);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, stripIndices);
checkPixels();
}
GLuint mProgram;
GLint mPositionLocation;
GLint mColorLocation;
};
TEST_P(LineLoopTest, LineLoopUByteIndices)
{
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
// On Win7, the D3D SDK Layers emits a false warning for these tests.
// This doesn't occur on Windows 10 (Version 1511) though.
ignoreD3D11SDKLayersWarnings();
static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_BYTE, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUShortIndices)
{
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_SHORT, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUIntIndices)
{
if (!IsGLExtensionEnabled("GL_OES_element_index_uint"))
{
return;
}
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_INT, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUByteIndexBuffer)
{
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
GLBuffer buf;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_BYTE, buf, reinterpret_cast<const void *>(sizeof(GLubyte)));
}
TEST_P(LineLoopTest, LineLoopUShortIndexBuffer)
{
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
GLBuffer buf;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_SHORT, buf, reinterpret_cast<const void *>(sizeof(GLushort)));
}
TEST_P(LineLoopTest, LineLoopUIntIndexBuffer)
{
if (!IsGLExtensionEnabled("GL_OES_element_index_uint"))
{
return;
}
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
GLBuffer buf;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_INT, buf, reinterpret_cast<const void *>(sizeof(GLuint)));
}
// Test that drawing elements between line loop arrays using the same array buffer does not result
// in incorrect rendering.
TEST_P(LineLoopTest, DrawTriangleElementsBetweenArrays)
{
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
static const GLfloat positions[] = {-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f,
0.5f, -0.5f, -0.5f, -0.5f, -0.1f, 0.1f,
-0.1f, -0.1f, 0.1f, -0.1f, 0.1f, 0.1f};
static const GLubyte indices[] = {5, 6, 7, 5, 7, 8};
GLBuffer arrayBuffer;
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(mProgram);
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnable(GL_BLEND);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawArrays(GL_LINE_LOOP, 0, 4);
glUniform4f(mColorLocation, 0.0f, 0.0f, 0.0f, 1.0f);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, nullptr);
glUniform4f(mColorLocation, 0.0f, 1.0f, 0.0f, 1.0f);
glDrawArrays(GL_LINE_LOOP, 0, 4);
checkPixels();
}
class LineLoopTestES3 : public LineLoopTest
{};
// Test that uploading data to buffer that's in use then using it for line loop elements works.
TEST_P(LineLoopTestES3, UseAsUBOThenUpdateThenLineLoopUByteIndexBuffer)
{
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
GLFramebuffer framebuffer;
GLTexture texture;
GLBuffer buf;
preTestUpdateBuffer(framebuffer, texture, buf, sizeof(indices));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(indices), indices);
runTest(GL_UNSIGNED_BYTE, buf, reinterpret_cast<const void *>(sizeof(GLubyte)));
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that uploading data to buffer that's in use then using it for line loop elements works.
TEST_P(LineLoopTestES3, UseAsUBOThenUpdateThenLineLoopUShortIndexBuffer)
{
// http://anglebug.com/42264370
ANGLE_SKIP_TEST_IF(IsVulkan() && IsQualcomm());
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
GLFramebuffer framebuffer;
GLTexture texture;
GLBuffer buf;
preTestUpdateBuffer(framebuffer, texture, buf, sizeof(indices));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(indices), indices);
runTest(GL_UNSIGNED_SHORT, buf, reinterpret_cast<const void *>(sizeof(GLushort)));
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that uploading data to buffer that's in use then using it for line loop elements works.
TEST_P(LineLoopTestES3, UseAsUBOThenUpdateThenLineLoopUIntIndexBuffer)
{
if (!IsGLExtensionEnabled("GL_OES_element_index_uint"))
{
return;
}
// http://anglebug.com/42264370
ANGLE_SKIP_TEST_IF(IsVulkan() && IsQualcomm());
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
GLFramebuffer framebuffer;
GLTexture texture;
GLBuffer buf;
preTestUpdateBuffer(framebuffer, texture, buf, sizeof(indices));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(indices), indices);
runTest(GL_UNSIGNED_INT, buf, reinterpret_cast<const void *>(sizeof(GLuint)));
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests an edge case with a very large line loop element count.
// Disabled because it is slow and triggers an internal error.
TEST_P(LineLoopTest, DISABLED_DrawArraysWithLargeCount)
{
constexpr char kVS[] = "void main() { gl_Position = vec4(0); }";
constexpr char kFS[] = "void main() { gl_FragColor = vec4(0, 1, 0, 1); }";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glDrawArrays(GL_LINE_LOOP, 0, 0x3FFFFFFE);
EXPECT_GL_ERROR(GL_OUT_OF_MEMORY);
glDrawArrays(GL_LINE_LOOP, 0, 0x1FFFFFFE);
EXPECT_GL_NO_ERROR();
}
class LineLoopPrimitiveRestartTest : public ANGLETest<>
{
protected:
LineLoopPrimitiveRestartTest()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
};
TEST_P(LineLoopPrimitiveRestartTest, LineLoopWithPrimitiveRestart)
{
constexpr char kVS[] = R"(#version 300 es
in vec2 a_position;
// x,y = offset, z = scale
in vec3 a_transform;
invariant gl_Position;
void main()
{
vec2 v_position = a_transform.z * a_position + a_transform.xy;
gl_Position = vec4(v_position, 0.0, 1.0);
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
layout (location=0) out vec4 fragColor;
void main()
{
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glBindAttribLocation(program, 0, "a_position");
glBindAttribLocation(program, 1, "a_transform");
glLinkProgram(program);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
// clang-format off
constexpr GLfloat vertices[] = {
0.1, 0.1, -0.1, 0.1, -0.1, -0.1, 0.1, -0.1,
0.1, 0.1, -0.1, 0.1, -0.1, -0.1, 0.1, -0.1,
0.1, 0.1, -0.1, 0.1, -0.1, -0.1, 0.1, -0.1,
0.1, 0.1, -0.1, 0.1, -0.1, -0.1, 0.1, -0.1,
};
constexpr GLfloat transform[] = {
// first loop transform
0, 0, 9,
0, 0, 9,
0, 0, 9,
0, 0, 9,
// second loop transform
0.2, 0.1, 2,
0.2, 0.1, 2,
0.2, 0.1, 2,
0.2, 0.1, 2,
// third loop transform
0.5, -0.2, 3,
0.5, -0.2, 3,
0.5, -0.2, 3,
0.5, -0.2, 3,
// forth loop transform
-0.8, -0.5, 1,
-0.8, -0.5, 1,
-0.8, -0.5, 1,
-0.8, -0.5, 1,
};
constexpr GLushort lineloopAsStripIndices[] = {
// first strip
0, 1, 2, 3, 0,
// second strip
4, 5, 6, 7, 4,
// third strip
8, 9, 10, 11, 8,
// forth strip
12, 13, 14, 15, 12 };
constexpr GLushort lineloopWithRestartIndices[] = {
// first loop
0, 1, 2, 3, 0xffff,
// second loop
4, 5, 6, 7, 0xffff,
// third loop
8, 9, 10, 11, 0xffff,
// forth loop
12, 13, 14, 15,
};
// clang-format on
std::vector<GLColor> expectedPixels(getWindowWidth() * getWindowHeight());
std::vector<GLColor> renderedPixels(getWindowWidth() * getWindowHeight());
// Draw in non-primitive restart way
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
for (int loop = 0; loop < 4; ++loop)
{
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices + 8 * loop);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, transform + 12 * loop);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_SHORT, lineloopAsStripIndices);
}
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
expectedPixels.data());
ASSERT_GL_NO_ERROR();
// Draw line loop with primitive restart:
glClear(GL_COLOR_BUFFER_BIT);
GLBuffer vertexBuffer[2];
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(lineloopWithRestartIndices),
lineloopWithRestartIndices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(transform), transform, GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_LINE_LOOP, ArraySize(lineloopWithRestartIndices), GL_UNSIGNED_SHORT, 0);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
renderedPixels.data());
for (int y = 0; y < getWindowHeight(); ++y)
{
for (int x = 0; x < getWindowWidth(); ++x)
{
int idx = y * getWindowWidth() + x;
EXPECT_EQ(expectedPixels[idx], renderedPixels[idx])
<< "Expected pixel at " << x << ", " << y << " to be " << expectedPixels[idx]
<< std::endl;
}
}
}
class LineLoopIndirectTest : public LineLoopTest
{
protected:
struct DrawCommand
{
GLuint count;
GLuint primCount;
GLuint firstIndex;
GLint baseVertex;
GLuint reservedMustBeZero;
};
void initUpdateBuffers(GLuint vertexArray,
GLuint vertexBuffer,
GLuint indexBuffer,
const void *positions,
uint32_t positionsSize,
const void *indices,
uint32_t indicesSize)
{
glBindVertexArray(vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ARRAY_BUFFER, positionsSize, positions, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesSize, indices, GL_STATIC_DRAW);
}
void preTestUBOAndInitUpdateBuffers(GLuint vertexArray,
GLuint vertexBuffer,
GLuint indexBuffer,
const void *positions,
GLsizei positionsSize,
const void *indices,
GLsizei indicesSize,
GLuint arrayUpdateFbo,
GLuint arrayUpdateTexture,
GLuint elementUpdateFbo,
GLuint elementUpdateTexture)
{
preTestUpdateBuffer(arrayUpdateFbo, arrayUpdateTexture, vertexBuffer, positionsSize);
preTestUpdateBuffer(elementUpdateFbo, elementUpdateTexture, indexBuffer, indicesSize);
glBindVertexArray(vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, positionsSize, positions);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indicesSize, indices);
}
void initIndirectBuffer(GLuint indirectBuffer, GLuint firstIndex)
{
DrawCommand indirectData = {};
indirectData.count = 4;
indirectData.firstIndex = firstIndex;
indirectData.primCount = 1;
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, indirectBuffer);
glBufferData(GL_DRAW_INDIRECT_BUFFER, sizeof(DrawCommand), &indirectData, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
}
void setVertexAttribs(const void *positions)
{
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, positions);
ASSERT_GL_NO_ERROR();
}
static constexpr GLfloat kLoopPositions[] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f,
-0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f};
static constexpr GLfloat kStripPositions[] = {-0.5f, -0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f, -0.5f};
static constexpr GLubyte kStripIndices[] = {1, 0, 3, 2, 1};
};
// Test that drawing a line loop using an index buffer of unsigned bytes works.
TEST_P(LineLoopIndirectTest, UByteIndexIndirectBuffer)
{
// Old drivers buggy with optimized ConvertIndexIndirectLineLoop shader.
// http://anglebug.com/40096699
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
// Start at index 1.
GLuint firstIndex = 1;
const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
GLVertexArray vertexArray;
GLBuffer vertexBuffer;
GLBuffer indexBuffer;
initUpdateBuffers(vertexArray, vertexBuffer, indexBuffer, kLoopPositions,
sizeof(kLoopPositions), indices, sizeof(indices));
GLBuffer indirectBuffer;
initIndirectBuffer(indirectBuffer, firstIndex);
glEnable(GL_BLEND);
setVertexAttribs(nullptr);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawElementsIndirect(GL_LINE_LOOP, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
setVertexAttribs(kStripPositions);
glUniform4f(mColorLocation, 0.0f, 1.0f, 0.0f, 1.0f);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, kStripIndices);
ASSERT_GL_NO_ERROR();
checkPixels();
}
// Test that drawing a line loop using an index buffer of unsigned short values works.
TEST_P(LineLoopIndirectTest, UShortIndexIndirectBuffer)
{
// Old drivers buggy with optimized ConvertIndexIndirectLineLoop shader.
// http://anglebug.com/40096699
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
// Start at index 1.
GLuint firstIndex = 1;
const GLushort indices[] = {0, 7, 6, 9, 8, 0};
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
GLVertexArray vertexArray;
GLBuffer vertexBuffer;
GLBuffer indexBuffer;
initUpdateBuffers(vertexArray, vertexBuffer, indexBuffer, kLoopPositions,
sizeof(kLoopPositions), indices, sizeof(indices));
GLBuffer indirectBuffer;
initIndirectBuffer(indirectBuffer, firstIndex);
glEnable(GL_BLEND);
setVertexAttribs(nullptr);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawElementsIndirect(GL_LINE_LOOP, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
setVertexAttribs(kStripPositions);
glUniform4f(mColorLocation, 0.0f, 1.0f, 0.0f, 1.0f);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, kStripIndices);
ASSERT_GL_NO_ERROR();
checkPixels();
}
// Test that uploading data to buffer that's in use then using it for line loop elements works.
TEST_P(LineLoopIndirectTest, UseAsUBOThenUpdateThenUByteIndexIndirectBuffer)
{
// http://anglebug.com/42264370
ANGLE_SKIP_TEST_IF(IsVulkan() && IsQualcomm());
// Old drivers buggy with optimized ConvertIndexIndirectLineLoop shader.
// http://anglebug.com/40096699
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
// Start at index 1.
GLuint firstIndex = 1;
const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
GLVertexArray vertexArray;
GLFramebuffer arrayUpdateFbo, elementUpdateFbo;
GLTexture arrayUpdateTex, elementUpdateTex;
GLBuffer vertexBuffer;
GLBuffer indexBuffer;
preTestUBOAndInitUpdateBuffers(vertexArray, vertexBuffer, indexBuffer, kLoopPositions,
sizeof(kLoopPositions), indices, sizeof(indices), arrayUpdateFbo,
arrayUpdateTex, elementUpdateFbo, elementUpdateTex);
GLBuffer indirectBuffer;
initIndirectBuffer(indirectBuffer, firstIndex);
glEnable(GL_BLEND);
setVertexAttribs(nullptr);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawElementsIndirect(GL_LINE_LOOP, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
setVertexAttribs(kStripPositions);
glUniform4f(mColorLocation, 0.0f, 1.0f, 0.0f, 1.0f);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, kStripIndices);
ASSERT_GL_NO_ERROR();
checkPixels();
glBindFramebuffer(GL_FRAMEBUFFER, arrayUpdateFbo);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glBindFramebuffer(GL_FRAMEBUFFER, elementUpdateFbo);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that uploading data to buffer that's in use then using it for line loop elements works.
TEST_P(LineLoopIndirectTest, UseAsUBOThenUpdateThenUShortIndexIndirectBuffer)
{
// http://anglebug.com/42264370
ANGLE_SKIP_TEST_IF(IsVulkan() && IsQualcomm());
// Old drivers buggy with optimized ConvertIndexIndirectLineLoop shader.
// http://anglebug.com/40096699
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
// Start at index 1.
GLuint firstIndex = 1;
const GLshort indices[] = {0, 7, 6, 9, 8, 0};
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
GLVertexArray vertexArray;
GLFramebuffer arrayUpdateFbo, elementUpdateFbo;
GLTexture arrayUpdateTex, elementUpdateTex;
GLBuffer vertexBuffer;
GLBuffer indexBuffer;
preTestUBOAndInitUpdateBuffers(vertexArray, vertexBuffer, indexBuffer, kLoopPositions,
sizeof(kLoopPositions), indices, sizeof(indices), arrayUpdateFbo,
arrayUpdateTex, elementUpdateFbo, elementUpdateTex);
GLBuffer indirectBuffer;
initIndirectBuffer(indirectBuffer, firstIndex);
glEnable(GL_BLEND);
setVertexAttribs(nullptr);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawElementsIndirect(GL_LINE_LOOP, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
setVertexAttribs(kStripPositions);
glUniform4f(mColorLocation, 0.0f, 1.0f, 0.0f, 1.0f);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, kStripIndices);
ASSERT_GL_NO_ERROR();
checkPixels();
glBindFramebuffer(GL_FRAMEBUFFER, arrayUpdateFbo);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glBindFramebuffer(GL_FRAMEBUFFER, elementUpdateFbo);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that two indirect draws drawing lineloop and sharing same index buffer works.
TEST_P(LineLoopIndirectTest, TwoIndirectDrawsShareIndexBuffer)
{
// http://anglebug.com/42264370
ANGLE_SKIP_TEST_IF(IsVulkan() && IsQualcomm());
// Old drivers buggy with optimized ConvertIndexIndirectLineLoop shader.
// http://anglebug.com/40096699
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
// Start at index 1.
GLuint firstIndex = 1;
const GLushort indices[] = {0, 7, 6, 9, 8, 0};
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
GLVertexArray vertexArray;
GLBuffer vertexBuffer;
GLBuffer indexBuffer;
initUpdateBuffers(vertexArray, vertexBuffer, indexBuffer, kLoopPositions,
sizeof(kLoopPositions), indices, sizeof(indices));
GLBuffer indirectBuffer;
initIndirectBuffer(indirectBuffer, firstIndex);
glEnable(GL_BLEND);
setVertexAttribs(nullptr);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawElementsIndirect(GL_LINE_LOOP, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
glDrawElementsIndirect(GL_LINE_LOOP, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
setVertexAttribs(kStripPositions);
glUniform4f(mColorLocation, 0.0f, 1.0f, 0.0f, 1.0f);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, kStripIndices);
ASSERT_GL_NO_ERROR();
checkPixels();
}
// Test that one indirect line-loop followed by one non-line-loop draw that share the same index
// buffer works.
TEST_P(LineLoopIndirectTest, IndirectAndElementDrawsShareIndexBuffer)
{
// http://anglebug.com/42264370
ANGLE_SKIP_TEST_IF(IsVulkan() && IsQualcomm());
// Old drivers buggy with optimized ConvertIndexIndirectLineLoop shader.
// http://anglebug.com/40096699
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
// http://anglebug.com/42265165: Disable D3D11 SDK Layers warnings checks.
ignoreD3D11SDKLayersWarnings();
GLuint firstIndex = 10;
static const GLubyte indices[] = {0, 6, 9, 8, 7, 6, 0, 0, 9, 1, 2, 3, 4, 1, 0};
static const GLfloat loopPositions[] = {0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f,
0.0f, 0.0f, -0.5f, 0.0f, 0.0f, -0.5f, -0.5f,
-0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f};
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
GLVertexArray vertexArray;
GLBuffer vertexBuffer;
GLBuffer indexBuffer;
initUpdateBuffers(vertexArray, vertexBuffer, indexBuffer, loopPositions, sizeof(loopPositions),
indices, sizeof(indices));
GLBuffer indirectBuffer;
initIndirectBuffer(indirectBuffer, firstIndex);
glEnable(GL_BLEND);
setVertexAttribs(nullptr);
glUniform4f(mColorLocation, 1.0f, 0.0f, 1.0f, 1.0f);
glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
glDrawElementsIndirect(GL_LINE_LOOP, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight());
glUniform4f(mColorLocation, 0.0, 1.0, 1.0, 1.0);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(1));
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Check pixels.
std::vector<GLubyte> pixels(getWindowWidth() * getWindowHeight() * 4);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
ASSERT_GL_NO_ERROR();
for (int y = 0; y < getWindowHeight(); y++)
{
for (int x = 0; x < getWindowWidth() / 2; x++)
{
const GLubyte *pixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);
EXPECT_TRUE(pixel[0] == pixel[2]) << "Failed at " << x << ", " << y << std::endl;
EXPECT_TRUE(pixel[1] == 0) << "Failed at " << x << ", " << y << std::endl;
ASSERT_EQ(pixel[3], 255) << "Failed at " << x << ", " << y << std::endl;
}
for (int x = getWindowWidth() / 2; x < getWindowWidth(); x++)
{
const GLubyte *pixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);
EXPECT_TRUE(pixel[0] == 0) << "Failed at " << x << ", " << y << std::endl;
EXPECT_TRUE(pixel[1] == pixel[2]) << "Failed at " << x << ", " << y << std::endl;
ASSERT_EQ(pixel[3], 255) << "Failed at " << x << ", " << y << std::endl;
}
}
}
ANGLE_INSTANTIATE_TEST_ES2(LineLoopTest);
ANGLE_INSTANTIATE_TEST_ES3(LineLoopTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(LineLoopPrimitiveRestartTest);
ANGLE_INSTANTIATE_TEST_ES3_AND(
LineLoopPrimitiveRestartTest,
ES3_METAL().enable(Feature::ForceBufferGPUStorage),
ES3_METAL().disable(Feature::HasExplicitMemBarrier).disable(Feature::HasCheapRenderPass));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(LineLoopIndirectTest);
ANGLE_INSTANTIATE_TEST_ES31(LineLoopIndirectTest);