Hash :
2a63b3f8
Author :
Date :
2016-02-08T12:29:08
Re-land "Implement EGL_experimental_present_path_angle" - Re-land with clang fix. This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: I56b339897828753a616d7bae837a2f354dba9c63 Reviewed-on: https://chromium-review.googlesource.com/326730 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212
//
// 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.
//
// SimpleOperationTest:
// Basic GL commands such as linking a program, initializing a buffer, etc.
#include "test_utils/ANGLETest.h"
#include <vector>
using namespace angle;
namespace
{
class SimpleOperationTest : public ANGLETest
{
protected:
SimpleOperationTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
};
TEST_P(SimpleOperationTest, CompileVertexShader)
{
const std::string source = SHADER_SOURCE
(
attribute vec4 a_input;
void main()
{
gl_Position = a_input;
}
);
GLuint shader = CompileShader(GL_VERTEX_SHADER, source);
EXPECT_NE(shader, 0u);
glDeleteShader(shader);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, CompileFragmentShader)
{
const std::string source = SHADER_SOURCE
(
precision mediump float;
varying vec4 v_input;
void main()
{
gl_FragColor = v_input;
}
);
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
EXPECT_NE(shader, 0u);
glDeleteShader(shader);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgram)
{
const std::string vsSource = SHADER_SOURCE
(
void main()
{
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
}
);
const std::string fsSource = SHADER_SOURCE
(
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
);
GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgramWithUniforms)
{
const std::string vsSource = SHADER_SOURCE
(
void main()
{
gl_Position = vec4(1.0, 1.0, 1.0, 1.0);
}
);
const std::string fsSource = SHADER_SOURCE
(
precision mediump float;
uniform vec4 u_input;
void main()
{
gl_FragColor = u_input;
}
);
GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
GLint uniformLoc = glGetUniformLocation(program, "u_input");
EXPECT_NE(-1, uniformLoc);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, LinkProgramWithAttributes)
{
const std::string vsSource = SHADER_SOURCE
(
attribute vec4 a_input;
void main()
{
gl_Position = a_input;
}
);
const std::string fsSource = SHADER_SOURCE
(
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
);
GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_NE(program, 0u);
GLint attribLoc = glGetAttribLocation(program, "a_input");
EXPECT_NE(-1, attribLoc);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferDataWithData)
{
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<uint8_t> data(1024);
glBufferData(GL_ARRAY_BUFFER, data.size(), &data[0], GL_STATIC_DRAW);
glDeleteBuffers(1, &buffer);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferDataWithNoData)
{
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
glDeleteBuffers(1, &buffer);
EXPECT_GL_NO_ERROR();
}
TEST_P(SimpleOperationTest, BufferSubData)
{
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
const size_t bufferSize = 1024;
glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
const size_t subDataCount = 16;
std::vector<uint8_t> data(bufferSize / subDataCount);
for (size_t i = 0; i < subDataCount; i++)
{
glBufferSubData(GL_ARRAY_BUFFER, data.size() * i, data.size(), &data[0]);
}
glDeleteBuffers(1, &buffer);
EXPECT_GL_NO_ERROR();
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(SimpleOperationTest,
ES2_D3D9(),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
ES3_D3D11(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());
} // namespace