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

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  • Author : Jamie Madill
    Date : 2018-09-25 10:15:11
    Hash : b36a4816
    Message : Vulkan: Add OpenGL line segment rasterization. Line rasterization rules are implemented using a shader patch. The patch does a small test and discards pixels that are outside of the OpenGL line region. The feature is disabled on Android until we can determine the root cause of the test failures. Bug: angleproject:2598 Change-Id: Ic76c5e40fa3ceff7643e735e66f5a9050240c80b Reviewed-on: https://chromium-review.googlesource.com/1120153 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/tests/gl_tests/ViewportTest.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;
    
    namespace
    {
    
    class ViewportTest : public ANGLETest
    {
      protected:
        ViewportTest()
        {
            setWindowWidth(512);
            setWindowHeight(512);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
    
            mProgram = 0;
        }
    
        void runNonScissoredTest()
        {
            glClearColor(0, 0, 0, 1);
            glClear(GL_COLOR_BUFFER_BIT);
    
            runTest();
        }
    
        void runScissoredTest()
        {
            glClearColor(0, 0, 0, 1);
            glClear(GL_COLOR_BUFFER_BIT);
    
            glEnable(GL_SCISSOR_TEST);
            glScissor(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2);
    
            runTest();
        }
    
        void runTest()
        {
            // Firstly ensure that no errors have been hit.
            EXPECT_GL_NO_ERROR();
    
            GLint viewportSize[4];
            glGetIntegerv(GL_VIEWPORT, viewportSize);
    
            // Clear to green. Might be a scissored clear, if scissorSize != window size
            glClearColor(0, 1, 0, 1);
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Draw a red quad centered in the middle of the viewport, with dimensions 25% of the size of the viewport.
            drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f, 0.25f);
    
            GLint centerViewportX = viewportSize[0] + (viewportSize[2] / 2);
            GLint centerViewportY = viewportSize[1] + (viewportSize[3] / 2);
    
            GLint redQuadLeftSideX   = viewportSize[0] + viewportSize[2] * 3 / 8;
            GLint redQuadRightSideX  = viewportSize[0] + viewportSize[2] * 5 / 8;
            GLint redQuadTopSideY    = viewportSize[1] + viewportSize[3] * 3 / 8;
            GLint redQuadBottomSideY = viewportSize[1] + viewportSize[3] * 5 / 8;
    
            // The midpoint of the viewport should be red.
            checkPixel(centerViewportX, centerViewportY, true);
    
            // Pixels just inside the red quad should be red.
            checkPixel(redQuadLeftSideX,      redQuadTopSideY,        true);
            checkPixel(redQuadLeftSideX,      redQuadBottomSideY - 1, true);
            checkPixel(redQuadRightSideX - 1, redQuadTopSideY,        true);
            checkPixel(redQuadRightSideX - 1, redQuadBottomSideY - 1, true);
    
            // Pixels just outside the red quad shouldn't be red.
            checkPixel(redQuadLeftSideX - 1,  redQuadTopSideY - 1, false);
            checkPixel(redQuadLeftSideX - 1,  redQuadBottomSideY,  false);
            checkPixel(redQuadRightSideX,     redQuadTopSideY - 1, false);
            checkPixel(redQuadRightSideX,     redQuadBottomSideY,  false);
    
            // Pixels just within the viewport shouldn't be red.
            checkPixel(viewportSize[0],                        viewportSize[1],                       false);
            checkPixel(viewportSize[0],                        viewportSize[1] + viewportSize[3] - 1, false);
            checkPixel(viewportSize[0] + viewportSize[2] - 1,  viewportSize[1],                       false);
            checkPixel(viewportSize[0] + viewportSize[2] - 1,  viewportSize[1] + viewportSize[3] - 1, false);
        }
    
        void checkPixel(GLint x, GLint y, GLboolean renderedRed)
        {
            // By default, expect the pixel to be black.
            GLint expectedRedChannel = 0;
            GLint expectedGreenChannel = 0;
    
            GLint scissorSize[4];
            glGetIntegerv(GL_SCISSOR_BOX, scissorSize);
    
            EXPECT_GL_NO_ERROR();
    
            if (scissorSize[0] <= x && x < scissorSize[0] + scissorSize[2]
                && scissorSize[1] <= y && y < scissorSize[1] + scissorSize[3])
            {
                // If the pixel lies within the scissor rect, then it should have been cleared to green.
                // If we rendered a red square on top of it, then the pixel should be red (the green channel will have been reset to 0).
                expectedRedChannel = renderedRed ? 255 : 0;
                expectedGreenChannel = renderedRed ? 0 : 255;
            }
    
            // If the pixel is within the bounds of the window, then we check it. Otherwise we skip it.
            if (0 <= x && x < getWindowWidth() && 0 <= y && y < getWindowHeight())
            {
                EXPECT_PIXEL_EQ(x, y, expectedRedChannel, expectedGreenChannel, 0, 255);
            }
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glUseProgram(mProgram);
    
            glClearColor(0, 0, 0, 1);
            glClearDepthf(0.0);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            // Call glViewport and glScissor with default parameters.
            glScissor(0, 0, getWindowWidth(), getWindowHeight());
            glViewport(0, 0, getWindowWidth(), getWindowHeight());
    
            glDisable(GL_DEPTH_TEST);
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
    };
    
    TEST_P(ViewportTest, QuarterWindow)
    {
        glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
    
        runNonScissoredTest();
    
        runScissoredTest();
    }
    
    TEST_P(ViewportTest, QuarterWindowCentered)
    {
        glViewport(getWindowWidth() * 3 / 8, getWindowHeight() * 3 / 8, getWindowWidth() / 4, getWindowHeight() / 4);
    
        runNonScissoredTest();
    
        runScissoredTest();
    }
    
    TEST_P(ViewportTest, FullWindow)
    {
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
    
        runNonScissoredTest();
    
        runScissoredTest();
    }
    
    TEST_P(ViewportTest, FullWindowOffCenter)
    {
        glViewport(-getWindowWidth() / 2, getWindowHeight() / 2, getWindowWidth(), getWindowHeight());
    
        runNonScissoredTest();
    
        runScissoredTest();
    }
    
    TEST_P(ViewportTest, DoubleWindow)
    {
        glViewport(0, 0, getWindowWidth() * 2, getWindowHeight() * 2);
    
        runNonScissoredTest();
    
        runScissoredTest();
    }
    
    TEST_P(ViewportTest, DoubleWindowCentered)
    {
        glViewport(-getWindowWidth() / 2, -getWindowHeight() / 2, getWindowWidth() * 2, getWindowHeight() * 2);
    
        runNonScissoredTest();
    
        runScissoredTest();
    }
    
    TEST_P(ViewportTest, DoubleWindowOffCenter)
    {
        glViewport(-getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, getWindowWidth(), getWindowHeight());
    
        runNonScissoredTest();
    
        runScissoredTest();
    }
    
    TEST_P(ViewportTest, TripleWindow)
    {
        glViewport(0, 0, getWindowWidth() * 3, getWindowHeight() * 3);
    
        runNonScissoredTest();
    
        runScissoredTest();
    }
    
    TEST_P(ViewportTest, TripleWindowCentered)
    {
        glViewport(-getWindowWidth(), -getWindowHeight(), getWindowWidth() * 3, getWindowHeight() * 3);
    
        runNonScissoredTest();
    
        runScissoredTest();
    }
    
    TEST_P(ViewportTest, TripleWindowOffCenter)
    {
        glViewport(-getWindowWidth() * 3 / 2, -getWindowHeight() * 3 / 2, getWindowWidth() * 3, getWindowHeight() * 3);
    
        runNonScissoredTest();
    
        runScissoredTest();
    }
    
    // Test line rendering with a non-standard viewport.
    TEST_P(ViewportTest, DrawLineWithViewport)
    {
        // We assume in the test the width and height are equal and we are tracing
        // the line from bottom left to top right. Verify that all pixels along that line
        // have been traced with green.
        ASSERT_EQ(getWindowWidth(), getWindowHeight());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
        glUseProgram(program);
    
        std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}};
    
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLocation);
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        // Set the viewport.
        GLint quarterWidth  = getWindowWidth() / 4;
        GLint quarterHeight = getWindowHeight() / 4;
        glViewport(quarterWidth, quarterHeight, quarterWidth, quarterHeight);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(vertices.size()));
    
        glDisableVertexAttribArray(positionLocation);
    
        ASSERT_GL_NO_ERROR();
    
        for (GLint x = quarterWidth; x < getWindowWidth() / 2; x++)
        {
            EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green);
        }
    }
    
    // Test line rendering with an overly large viewport.
    TEST_P(ViewportTest, DrawLineWithLargeViewport)
    {
        // We assume in the test the width and height are equal and we are tracing
        // the line from bottom left to top right. Verify that all pixels along that line
        // have been traced with green.
        ASSERT_EQ(getWindowWidth(), getWindowHeight());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
        glUseProgram(program);
    
        std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}};
    
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLocation);
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        // Set the viewport.
        glViewport(0, 0, getWindowWidth() * 2, getWindowHeight() * 2);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(vertices.size()));
    
        glDisableVertexAttribArray(positionLocation);
    
        ASSERT_GL_NO_ERROR();
    
        for (GLint x = 0; x < getWindowWidth(); x++)
        {
            EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green);
        }
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    // D3D11 Feature Level 9 and D3D9 emulate large and negative viewports in the vertex shader. We should test both of these as well as D3D11 Feature Level 10_0+.
    ANGLE_INSTANTIATE_TEST(ViewportTest,
                           ES2_D3D9(),
                           ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
                           ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES(),
                           ES2_VULKAN());
    
    } // namespace