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

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  • Author : Yuly Novikov
    Date : 2020-03-26 22:44:15
    Hash : 7d8c2f2e
    Message : Hide SwiftShader OS Window in dEQP and end2end tests This prevents a race between starting Xvfb on test bots and X11 calls in X11Window::setVisible(), which used to cause flaky hangs on Linux SwANGLE bots. Unfortunately, in order to hide SwiftShader OS window, it must be a separate window from other backends, so it is no longer possible to have a single window for all backends, even if we don't reuse EGL Display. The only platform that still uses a single OS Window is Android, since there is only one system window per test application. In addition, all the tests that make OS Window visible explicitly, no longer do this for SwiftShader device. Bug: angleproject:4434 Change-Id: I1a067c22bfeee9288046b9d9566740731c0d627c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2125945 Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/MultisampleTest.cpp
  • //
    // Copyright 2019 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.
    //
    
    // MultisampleTest: Tests of multisampled default framebuffer
    
    #include "test_utils/ANGLETest.h"
    
    #include "test_utils/gl_raii.h"
    #include "util/OSWindow.h"
    #include "util/shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    class MultisampleTest : public ANGLETest
    {
      protected:
        void testSetUp() override
        {
            // Get display.
            EGLint dispattrs[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE, GetParam().getRenderer(), EGL_NONE};
            mDisplay           = eglGetPlatformDisplayEXT(
                EGL_PLATFORM_ANGLE_ANGLE, reinterpret_cast<void *>(EGL_DEFAULT_DISPLAY), dispattrs);
            ASSERT_TRUE(mDisplay != EGL_NO_DISPLAY);
    
            ASSERT_TRUE(eglInitialize(mDisplay, nullptr, nullptr) == EGL_TRUE);
    
            // Nexus 5X and 6P fail to eglMakeCurrent with a config they advertise they support.
            // http://anglebug.com/3464
            ANGLE_SKIP_TEST_IF(IsNexus5X() || IsNexus6P());
    
            // Find a config that uses RGBA8 and allows 4x multisampling.
            const EGLint configAttributes[] = {
                EGL_RED_SIZE,       8, EGL_GREEN_SIZE, 8,  EGL_BLUE_SIZE,    8,
                EGL_ALPHA_SIZE,     8, EGL_DEPTH_SIZE, 24, EGL_STENCIL_SIZE, 8,
                EGL_SAMPLE_BUFFERS, 1, EGL_SAMPLES,    4,  EGL_NONE};
    
            EGLint configCount;
            EGLConfig multisampledConfig;
            EGLint ret =
                eglChooseConfig(mDisplay, configAttributes, &multisampledConfig, 1, &configCount);
            mMultisampledConfigExists = ret && configCount > 0;
    
            if (!mMultisampledConfigExists)
            {
                return;
            }
    
            // Create a window, context and surface if multisampling is possible.
            mOSWindow = OSWindow::New();
            mOSWindow->initialize("MultisampleTest", kWindowSize, kWindowSize);
            setWindowVisible(mOSWindow, true);
    
            EGLint contextAttributes[] = {
                EGL_CONTEXT_MAJOR_VERSION_KHR,
                GetParam().majorVersion,
                EGL_CONTEXT_MINOR_VERSION_KHR,
                GetParam().minorVersion,
                EGL_NONE,
            };
    
            mContext =
                eglCreateContext(mDisplay, multisampledConfig, EGL_NO_CONTEXT, contextAttributes);
            ASSERT_TRUE(mContext != EGL_NO_CONTEXT);
    
            mSurface = eglCreateWindowSurface(mDisplay, multisampledConfig,
                                              mOSWindow->getNativeWindow(), nullptr);
            ASSERT_EGL_SUCCESS();
    
            eglMakeCurrent(mDisplay, mSurface, mSurface, mContext);
            ASSERT_EGL_SUCCESS();
        }
    
        void testTearDown() override
        {
            if (mSurface)
            {
                eglSwapBuffers(mDisplay, mSurface);
            }
    
            eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
    
            if (mSurface)
            {
                eglDestroySurface(mDisplay, mSurface);
                ASSERT_EGL_SUCCESS();
            }
    
            if (mContext != EGL_NO_CONTEXT)
            {
                eglDestroyContext(mDisplay, mContext);
                ASSERT_EGL_SUCCESS();
            }
    
            if (mOSWindow)
            {
                OSWindow::Delete(&mOSWindow);
            }
    
            eglTerminate(mDisplay);
        }
    
        void prepareVertexBuffer(GLBuffer &vertexBuffer,
                                 const Vector3 *vertices,
                                 size_t vertexCount,
                                 GLint positionLocation)
        {
            glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
            glBufferData(GL_ARRAY_BUFFER, sizeof(*vertices) * vertexCount, vertices, GL_STATIC_DRAW);
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
            glEnableVertexAttribArray(positionLocation);
        }
    
      protected:
        static constexpr int kWindowSize = 8;
    
        OSWindow *mOSWindow            = nullptr;
        EGLDisplay mDisplay            = EGL_NO_DISPLAY;
        EGLContext mContext            = EGL_NO_CONTEXT;
        EGLSurface mSurface            = EGL_NO_SURFACE;
        bool mMultisampledConfigExists = false;
    };
    
    // Test point rendering on a multisampled surface.  GLES2 section 3.3.1.
    TEST_P(MultisampleTest, Point)
    {
        ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
        // http://anglebug.com/3470
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsNVIDIAShield() && IsOpenGLES());
    
        constexpr char kPointsVS[] = R"(precision highp float;
    attribute vec4 a_position;
    
    void main()
    {
        gl_PointSize = 3.0;
        gl_Position = a_position;
    })";
    
        ANGLE_GL_PROGRAM(program, kPointsVS, essl1_shaders::fs::Red());
        glUseProgram(program);
        const GLint positionLocation = glGetAttribLocation(program, "a_position");
    
        GLBuffer vertexBuffer;
        const Vector3 vertices[1] = {{0.0f, 0.0f, 0.0f}};
        prepareVertexBuffer(vertexBuffer, vertices, 1, positionLocation);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_POINTS, 0, 1);
    
        ASSERT_GL_NO_ERROR();
    
        // The center pixels should be all red.
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2, kWindowSize / 2, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2 - 1, kWindowSize / 2, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2, kWindowSize / 2 - 1, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2 - 1, kWindowSize / 2 - 1, GLColor::red);
    
        // Border pixels should be between red and black, and not exactly either; corners are darker and
        // sides are brighter.
        const GLColor kSideColor   = {128, 0, 0, 128};
        const GLColor kCornerColor = {64, 0, 0, 64};
        constexpr int kErrorMargin = 16;
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 - 2, kCornerColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 + 1, kCornerColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 - 2, kCornerColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 + 1, kCornerColor, kErrorMargin);
    
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 - 1, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 1, kWindowSize / 2 - 2, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 1, kWindowSize / 2 + 1, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2, kWindowSize / 2 - 2, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2, kWindowSize / 2 + 1, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 - 1, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2, kSideColor, kErrorMargin);
    }
    
    // Test line rendering on a multisampled surface.  GLES2 section 3.4.4.
    TEST_P(MultisampleTest, Line)
    {
        ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
        ANGLE_SKIP_TEST_IF(IsARM64() && IsWindows() && IsD3D());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        glUseProgram(program);
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
    
        GLBuffer vertexBuffer;
        const Vector3 vertices[2] = {{-1.0f, -0.3f, 0.0f}, {1.0f, 0.3f, 0.0f}};
        prepareVertexBuffer(vertexBuffer, vertices, 2, positionLocation);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_LINES, 0, 2);
    
        ASSERT_GL_NO_ERROR();
    
        // The line goes from left to right at about -17 degrees slope.  It renders as such (captured
        // with renderdoc):
        //
        // D                    D = Dark Red (0.25) or (0.5)
        //  BRA                 R = Red (1.0)
        //     ARB              M = Middle Red (0.75)
        //        D             B = Bright Red (1.0 or 0.75)
        //                      A = Any red (0.5, 0.75 or 1.0)
        //
        // Verify that rendering is done as above.
    
        const GLColor kDarkRed     = {128, 0, 0, 128};
        const GLColor kMidRed      = {192, 0, 0, 192};
        constexpr int kErrorMargin = 16;
        constexpr int kLargeMargin = 80;
    
        static_assert(kWindowSize == 8, "Verification code written for 8x8 window");
        EXPECT_PIXEL_COLOR_NEAR(0, 2, kDarkRed, kLargeMargin);
        EXPECT_PIXEL_COLOR_NEAR(1, 3, GLColor::red, kLargeMargin);
        EXPECT_PIXEL_COLOR_NEAR(2, 3, GLColor::red, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(3, 3, kMidRed, kLargeMargin);
        EXPECT_PIXEL_COLOR_NEAR(4, 4, kMidRed, kLargeMargin);
        EXPECT_PIXEL_COLOR_NEAR(5, 4, GLColor::red, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(6, 4, GLColor::red, kLargeMargin);
        EXPECT_PIXEL_COLOR_NEAR(7, 5, kDarkRed, kLargeMargin);
    }
    
    // Test polygon rendering on a multisampled surface.  GLES2 section 3.5.3.
    TEST_P(MultisampleTest, Triangle)
    {
        ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
        // http://anglebug.com/3470
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsNVIDIAShield() && IsOpenGLES());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        glUseProgram(program);
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
    
        GLBuffer vertexBuffer;
        const Vector3 vertices[3] = {{-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}};
        prepareVertexBuffer(vertexBuffer, vertices, 3, positionLocation);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        ASSERT_GL_NO_ERROR();
    
        // Top-left pixels should be all red.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 4, kWindowSize / 4, GLColor::red);
    
        // Diagonal pixels from bottom-left to top-right are between red and black.  Pixels above the
        // diagonal are red and pixels below it are black.
        const GLColor kMidRed      = {128, 0, 0, 128};
        constexpr int kErrorMargin = 16;
    
        for (int i = 1; i + 1 < kWindowSize; ++i)
        {
            int j = kWindowSize - 1 - i;
            EXPECT_PIXEL_COLOR_NEAR(i, j, kMidRed, kErrorMargin);
            EXPECT_PIXEL_COLOR_EQ(i, j - 1, GLColor::red);
            EXPECT_PIXEL_COLOR_EQ(i, j + 1, GLColor::transparentBlack);
        }
    }
    
    ANGLE_INSTANTIATE_TEST(MultisampleTest,
                           WithNoFixture(ES2_D3D11()),
                           WithNoFixture(ES3_D3D11()),
                           WithNoFixture(ES31_D3D11()),
                           WithNoFixture(ES2_OPENGL()),
                           WithNoFixture(ES3_OPENGL()),
                           WithNoFixture(ES31_OPENGL()),
                           WithNoFixture(ES2_OPENGLES()),
                           WithNoFixture(ES3_OPENGLES()),
                           WithNoFixture(ES31_OPENGLES()),
                           WithNoFixture(ES2_VULKAN()),
                           WithNoFixture(ES3_VULKAN()));
    }  // anonymous namespace