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

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  • Author : Jamie Madill
    Date : 2018-12-02 12:03:33
    Hash : 35cd7332
    Message : Refactor test shader style. This change enforces a lot more consistency. We pass const char * to the Compile functions instead of std::string. Also fixes the indentation of C++11 block comments to be more consistent. Bug: angleproject:2995 Change-Id: Id6e5ea94055d8cbd420df4ea2e81b2d96cb5ce78 Reviewed-on: https://chromium-review.googlesource.com/c/1357103 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/BuiltinVariableTest.cpp
  • //
    // Copyright 2016 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.
    //
    // BuiltinVariableTest:
    //   Tests the correctness of the builtin GLSL variables.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    class BuiltinVariableVertexIdTest : public ANGLETest
    {
      protected:
        BuiltinVariableVertexIdTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            constexpr char kVS[] =
                "#version 300 es\n"
                "precision highp float;\n"
                "in vec4 position;\n"
                "in int expectedID;"
                "out vec4 color;\n"
                "\n"
                "void main()\n"
                "{\n"
                "    gl_Position = position;\n"
                "    color = vec4(gl_VertexID != expectedID, gl_VertexID == expectedID, 0.0, 1.0);"
                "}\n";
    
            constexpr char kFS[] =
                "#version 300 es\n"
                "precision highp float;\n"
                "in vec4 color;\n"
                "out vec4 fragColor;\n"
                "void main()\n"
                "{\n"
                "    fragColor = color;\n"
                "}\n";
    
            mProgram = CompileProgram(kVS, kFS);
            ASSERT_NE(0u, mProgram);
    
            mPositionLocation = glGetAttribLocation(mProgram, "position");
            ASSERT_NE(-1, mPositionLocation);
            mExpectedIdLocation = glGetAttribLocation(mProgram, "expectedID");
            ASSERT_NE(-1, mExpectedIdLocation);
    
            static const float positions[] = {0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5};
            glGenBuffers(1, &mPositionBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mPositionBuffer);
            glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteBuffers(1, &mPositionBuffer);
            glDeleteBuffers(1, &mExpectedIdBuffer);
            glDeleteBuffers(1, &mIndexBuffer);
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        // Renders a primitive using the specified mode, each vertex color will
        // be green if gl_VertexID is correct, red otherwise.
        void runTest(GLuint drawMode, const std::vector<GLint> &indices, int count)
        {
            glClearColor(0.0, 0.0, 0.0, 1.0);
            glClear(GL_COLOR_BUFFER_BIT);
    
            glGenBuffers(1, &mIndexBuffer);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
            glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLint) * indices.size(), indices.data(),
                         GL_STATIC_DRAW);
    
            std::vector<GLint> expectedIds = makeRange(count);
    
            glGenBuffers(1, &mExpectedIdBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mExpectedIdBuffer);
            glBufferData(GL_ARRAY_BUFFER, sizeof(GLint) * expectedIds.size(), expectedIds.data(),
                         GL_STATIC_DRAW);
    
            glBindBuffer(GL_ARRAY_BUFFER, mPositionBuffer);
            glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
            glEnableVertexAttribArray(mPositionLocation);
    
            glBindBuffer(GL_ARRAY_BUFFER, mExpectedIdBuffer);
            glVertexAttribIPointer(mExpectedIdLocation, 1, GL_INT, 0, 0);
            glEnableVertexAttribArray(mExpectedIdLocation);
    
            glUseProgram(mProgram);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
            glDrawElements(drawMode, count, GL_UNSIGNED_INT, 0);
    
            std::vector<GLColor> pixels(getWindowWidth() * getWindowHeight());
            glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
                         pixels.data());
    
            ASSERT_GL_NO_ERROR();
    
            const GLColor green(0, 255, 0, 255);
            const GLColor black(0, 0, 0, 255);
    
            for (const auto &pixel : pixels)
            {
                EXPECT_TRUE(pixel == green || pixel == black);
            }
        }
    
        std::vector<GLint> makeRange(int n) const
        {
            std::vector<GLint> result;
            for (int i = 0; i < n; i++)
            {
                result.push_back(i);
            }
    
            return result;
        }
    
        GLuint mPositionBuffer   = 0;
        GLuint mExpectedIdBuffer = 0;
        GLuint mIndexBuffer      = 0;
    
        GLuint mProgram           = 0;
        GLint mPositionLocation   = -1;
        GLint mExpectedIdLocation = -1;
    };
    
    // Test gl_VertexID when rendering points
    TEST_P(BuiltinVariableVertexIdTest, Points)
    {
        runTest(GL_POINTS, makeRange(4), 4);
    }
    
    // Test gl_VertexID when rendering line strips
    TEST_P(BuiltinVariableVertexIdTest, LineStrip)
    {
        runTest(GL_LINE_STRIP, makeRange(4), 4);
    }
    
    // Test gl_VertexID when rendering line loops
    TEST_P(BuiltinVariableVertexIdTest, LineLoop)
    {
        runTest(GL_LINE_LOOP, makeRange(4), 4);
    }
    
    // Test gl_VertexID when rendering lines
    TEST_P(BuiltinVariableVertexIdTest, Lines)
    {
        runTest(GL_LINES, makeRange(4), 4);
    }
    
    // Test gl_VertexID when rendering triangle strips
    TEST_P(BuiltinVariableVertexIdTest, TriangleStrip)
    {
        runTest(GL_TRIANGLE_STRIP, makeRange(4), 4);
    }
    
    // Test gl_VertexID when rendering triangle fans
    TEST_P(BuiltinVariableVertexIdTest, TriangleFan)
    {
        std::vector<GLint> indices;
        indices.push_back(0);
        indices.push_back(1);
        indices.push_back(3);
        indices.push_back(2);
        runTest(GL_TRIANGLE_FAN, indices, 4);
    }
    
    // Test gl_VertexID when rendering triangles
    TEST_P(BuiltinVariableVertexIdTest, Triangles)
    {
        std::vector<GLint> indices;
        indices.push_back(0);
        indices.push_back(1);
        indices.push_back(2);
        indices.push_back(1);
        indices.push_back(2);
        indices.push_back(3);
        runTest(GL_TRIANGLES, indices, 6);
    }
    
    ANGLE_INSTANTIATE_TEST(BuiltinVariableVertexIdTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    
    class BuiltinVariableFragDepthClampingFloatRBOTest : public ANGLETest
    {
      protected:
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            // Writes a fixed detph value and green.
            // Section 15.2.3 of the GL 4.5 specification says that conversion is not
            // done but clamping is so the output depth should be in [0.0, 1.0]
            constexpr char kFS[] =
                R"(#version 300 es
                precision highp float;
                layout(location = 0) out vec4 fragColor;
                uniform float u_depth;
                void main(){
                    gl_FragDepth = u_depth;
                    fragColor = vec4(0.0, 1.0, 0.0, 1.0);
                })";
    
            mProgram = CompileProgram(essl3_shaders::vs::Simple(), kFS);
            ASSERT_NE(0u, mProgram);
    
            mDepthLocation = glGetUniformLocation(mProgram, "u_depth");
            ASSERT_NE(-1, mDepthLocation);
    
            glBindTexture(GL_TEXTURE_2D, mColorTexture);
            glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    
            glBindTexture(GL_TEXTURE_2D, mDepthTexture);
            glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT32F, 1, 1);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
            glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture,
                                   0);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTexture,
                                   0);
    
            ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        void CheckDepthWritten(float expectedDepth, float fsDepth)
        {
            glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
            glUseProgram(mProgram);
    
            // Clear to red, the FS will write green on success
            glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
            // Clear to the expected depth so it will be compared to the FS depth with
            // DepthFunc(GL_EQUAL)
            glClearDepthf(expectedDepth);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            glUniform1f(mDepthLocation, fsDepth);
            glDepthFunc(GL_EQUAL);
            glEnable(GL_DEPTH_TEST);
    
            drawQuad(mProgram, "a_position", 0.0f);
            EXPECT_GL_NO_ERROR();
    
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
        }
    
      private:
        GLuint mProgram;
        GLint mDepthLocation;
    
        GLTexture mColorTexture;
        GLTexture mDepthTexture;
        GLFramebuffer mFramebuffer;
    };
    
    // Test that gl_FragDepth is clamped above 0
    TEST_P(BuiltinVariableFragDepthClampingFloatRBOTest, Above0)
    {
        CheckDepthWritten(0.0f, -1.0f);
    }
    
    // Test that gl_FragDepth is clamped below 1
    TEST_P(BuiltinVariableFragDepthClampingFloatRBOTest, Below1)
    {
        CheckDepthWritten(1.0f, 42.0f);
    }
    
    ANGLE_INSTANTIATE_TEST(BuiltinVariableFragDepthClampingFloatRBOTest,
                           ES3_D3D11(),
                           ES3_OPENGL(),
                           ES3_OPENGLES());