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

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  • Author : Jiawei Shao
    Date : 2018-03-19 09:21:37
    Hash : 427071ea
    Message : ES31: Add link validation on geometry shader interface block limits This patch adds link validation on the maximum number of active uniform blocks and shader storage blocks defined in the geometry shader. BUG=angleproject:1941 TEST=angle_end2end_tests Change-Id: Ieffc234981a3f32a569392786e8fa1c6623a7a23 Reviewed-on: https://chromium-review.googlesource.com/966491 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/GeometryShaderTest.cpp
  • //
    // Copyright 2017 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.
    //
    
    // GeometryShaderTest.cpp : Tests of the implementation of geometry shader
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    namespace
    {
    
    class GeometryShaderTest : public ANGLETest
    {
      protected:
        static std::string CreateEmptyGeometryShader(const std::string &inputPrimitive,
                                                     const std::string &outputPrimitive,
                                                     int invocations,
                                                     int maxVertices)
        {
            std::ostringstream ostream;
            ostream << "#version 310 es\n"
                       "#extension GL_EXT_geometry_shader : require\n";
            if (!inputPrimitive.empty())
            {
                ostream << "layout (" << inputPrimitive << ") in;\n";
            }
            if (!outputPrimitive.empty())
            {
                ostream << "layout (" << outputPrimitive << ") out;\n";
            }
            if (invocations > 0)
            {
                ostream << "layout (invocations = " << invocations << ") in;\n";
            }
            if (maxVertices >= 0)
            {
                ostream << "layout (max_vertices = " << maxVertices << ") out;\n";
            }
            ostream << "void main()\n"
                       "{\n"
                       "}";
            return ostream.str();
        }
    
        const std::string kDefaultVertexShader =
            R"(#version 310 es
            void main()
            {
                gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
            })";
    
        const std::string kDefaultFragmentShader =
            R"(#version 310 es
            precision mediump float;
            layout (location = 0) out vec4 frag_out;
            void main()
            {
                frag_out = vec4(1.0, 0.0, 0.0, 1.0);
            })";
    };
    
    class GeometryShaderTestES3 : public ANGLETest
    {
    };
    
    // Verify that Geometry Shader cannot be created in an OpenGL ES 3.0 context.
    TEST_P(GeometryShaderTestES3, CreateGeometryShaderInES3)
    {
        EXPECT_TRUE(!extensionEnabled("GL_EXT_geometry_shader"));
        GLuint geometryShader = glCreateShader(GL_GEOMETRY_SHADER_EXT);
        EXPECT_EQ(0u, geometryShader);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    }
    
    // Verify that Geometry Shader can be created and attached to a program.
    TEST_P(GeometryShaderTest, CreateAndAttachGeometryShader)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
    
        const std::string &geometryShaderSource =
            R"(#version 310 es
            #extension GL_EXT_geometry_shader : require
            layout (invocations = 3, triangles) in;
            layout (triangle_strip, max_vertices = 3) out;
            in vec4 texcoord[];
            out vec4 o_texcoord;
            void main()
            {
                int n;
                for (n = 0; n < gl_in.length(); n++)
                {
                    gl_Position = gl_in[n].gl_Position;
                    gl_Layer   = gl_InvocationID;
                    o_texcoord = texcoord[n];
                    EmitVertex();
                }
                EndPrimitive();
            })";
    
        GLuint geometryShader = CompileShader(GL_GEOMETRY_SHADER_EXT, geometryShaderSource);
    
        EXPECT_NE(0u, geometryShader);
    
        GLuint programID = glCreateProgram();
        glAttachShader(programID, geometryShader);
    
        glDetachShader(programID, geometryShader);
        glDeleteShader(geometryShader);
        glDeleteProgram(programID);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify that all the implementation dependent geometry shader related resource limits meet the
    // requirement of GL_EXT_geometry_shader SPEC.
    TEST_P(GeometryShaderTest, GeometryShaderImplementationDependentLimits)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
    
        const std::map<GLenum, int> limits = {{GL_MAX_FRAMEBUFFER_LAYERS_EXT, 256},
                                              {GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, 1024},
                                              {GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT, 12},
                                              {GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT, 64},
                                              {GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT, 64},
                                              {GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, 256},
                                              {GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT, 1024},
                                              {GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT, 16},
                                              {GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT, 0},
                                              {GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT, 0},
                                              {GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT, 0},
                                              {GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT, 0},
                                              {GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT, 32}};
    
        GLint value;
        for (const auto &limit : limits)
        {
            value = 0;
            glGetIntegerv(limit.first, &value);
            EXPECT_GL_NO_ERROR();
            EXPECT_GE(value, limit.second);
        }
    
        value = 0;
        glGetIntegerv(GL_LAYER_PROVOKING_VERTEX_EXT, &value);
        EXPECT_GL_NO_ERROR();
        EXPECT_TRUE(value == GL_FIRST_VERTEX_CONVENTION_EXT || value == GL_LAST_VERTEX_CONVENTION_EXT ||
                    value == GL_UNDEFINED_VERTEX_EXT);
    }
    
    // Verify that all the combined resource limits meet the requirement of GL_EXT_geometry_shader SPEC.
    TEST_P(GeometryShaderTest, CombinedResourceLimits)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
    
        // See http://anglebug.com/2261.
        ANGLE_SKIP_TEST_IF(IsAndroid());
    
        const std::map<GLenum, int> limits = {{GL_MAX_UNIFORM_BUFFER_BINDINGS, 48},
                                              {GL_MAX_COMBINED_UNIFORM_BLOCKS, 36},
                                              {GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 64}};
    
        GLint value;
        for (const auto &limit : limits)
        {
            value = 0;
            glGetIntegerv(limit.first, &value);
            EXPECT_GL_NO_ERROR();
            EXPECT_GE(value, limit.second);
        }
    }
    
    // Verify that linking a program with an uncompiled geometry shader causes a link failure.
    TEST_P(GeometryShaderTest, LinkWithUncompiledGeoemtryShader)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
    
        GLuint vertexShader   = CompileShader(GL_VERTEX_SHADER, kDefaultVertexShader);
        GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, kDefaultFragmentShader);
        ASSERT_NE(0u, vertexShader);
        ASSERT_NE(0u, fragmentShader);
    
        GLuint geometryShader = glCreateShader(GL_GEOMETRY_SHADER_EXT);
    
        GLuint program = glCreateProgram();
        glAttachShader(program, vertexShader);
        glAttachShader(program, fragmentShader);
        glAttachShader(program, geometryShader);
        glDeleteShader(vertexShader);
        glDeleteShader(fragmentShader);
        glDeleteShader(geometryShader);
    
        glLinkProgram(program);
    
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_EQ(0, linkStatus);
    
        glDeleteProgram(program);
        ASSERT_GL_NO_ERROR();
    }
    
    // Verify that linking a program with geometry shader whose version is different from other shaders
    // in this program causes a link error.
    TEST_P(GeometryShaderTest, LinkWhenShaderVersionMismatch)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
    
        const std::string &kDefaultVertexShaderVersion300 =
            R"(#version 300 es
            void main()
            {
                gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
            })";
    
        const std::string kDefaultFragmentShaderVersion300 =
            R"(#version 300 es
            precision mediump float;
            layout (location = 0) out vec4 frag_out;
            void main()
            {
                frag_out = vec4(1.0, 0.0, 0.0, 1.0);
            })";
    
        const std::string &emptyGeometryShader = CreateEmptyGeometryShader("points", "points", 2, 1);
    
        GLuint program = CompileProgramWithGS(kDefaultVertexShaderVersion300, emptyGeometryShader,
                                              kDefaultFragmentShaderVersion300);
        EXPECT_EQ(0u, program);
    }
    
    // Verify that linking a program with geometry shader that lacks input primitive,
    // output primitive, or declaration on 'max_vertices' causes a link failure.
    TEST_P(GeometryShaderTest, LinkValidationOnGeometryShaderLayouts)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
    
        const std::string &gsWithoutInputPrimitive  = CreateEmptyGeometryShader("", "points", 2, 1);
        const std::string &gsWithoutOutputPrimitive = CreateEmptyGeometryShader("points", "", 2, 1);
        const std::string &gsWithoutInvocations = CreateEmptyGeometryShader("points", "points", -1, 1);
        const std::string &gsWithoutMaxVertices = CreateEmptyGeometryShader("points", "points", 2, -1);
    
        // Linking a program with a geometry shader that only lacks 'invocations' should not cause a
        // link failure.
        GLuint program =
            CompileProgramWithGS(kDefaultVertexShader, gsWithoutInvocations, kDefaultFragmentShader);
        EXPECT_NE(0u, program);
    
        glDeleteProgram(program);
    
        // Linking a program with a geometry shader that lacks input primitive, output primitive or
        // 'max_vertices' causes a link failure.
        program =
            CompileProgramWithGS(kDefaultVertexShader, gsWithoutInputPrimitive, kDefaultFragmentShader);
        EXPECT_EQ(0u, program);
    
        program = CompileProgramWithGS(kDefaultVertexShader, gsWithoutOutputPrimitive,
                                       kDefaultFragmentShader);
        EXPECT_EQ(0u, program);
    
        program =
            CompileProgramWithGS(kDefaultVertexShader, gsWithoutMaxVertices, kDefaultFragmentShader);
        EXPECT_EQ(0u, program);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Verify that an link error occurs when the vertex shader has an array output and there is a
    // geometry shader in the program.
    TEST_P(GeometryShaderTest, VertexShaderArrayOutput)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
    
        const std::string &vertexShader =
            R"(#version 310 es
            in vec4 vertex_in;
            out vec4 vertex_out[3];
            void main()
            {
                gl_Position = vertex_in;
                vertex_out[0] = vec4(1.0, 0.0, 0.0, 1.0);
                vertex_out[1] = vec4(0.0, 1.0, 0.0, 1.0);
                vertex_out[2] = vec4(0.0, 0.0, 1.0, 1.0);
            })";
    
        const std::string &geometryShader =
            R"(#version 310 es
            #extension GL_EXT_geometry_shader : require
            layout (invocations = 3, triangles) in;
            layout (points, max_vertices = 3) out;
            in vec4 vertex_out[];
            out vec4 geometry_color;
            void main()
            {
                gl_Position = gl_in[0].gl_Position;
                geometry_color = vertex_out[0];
                EmitVertex();
            })";
    
        const std::string &fragmentShader =
            R"(#version 310 es
            precision mediump float;
            in vec4 geometry_color;
            layout (location = 0) out vec4 output_color;
            void main()
            {
                output_color = geometry_color;
            })";
    
        GLuint program = CompileProgramWithGS(vertexShader, geometryShader, fragmentShader);
        EXPECT_EQ(0u, program);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify that an link error occurs when the definition of a unform in fragment shader is different
    // from those in a geometry shader.
    TEST_P(GeometryShaderTest, UniformMismatchBetweenGeometryAndFragmentShader)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
    
        const std::string &vertexShader =
            R"(#version 310 es
            uniform highp vec4 uniform_value_vert;
            in vec4 vertex_in;
            out vec4 vertex_out;
            void main()
            {
                gl_Position = vertex_in;
                vertex_out = uniform_value_vert;
            })";
    
        const std::string &geometryShader =
            R"(#version 310 es
            #extension GL_EXT_geometry_shader : require
            uniform vec4 uniform_value;
            layout (invocations = 3, triangles) in;
            layout (points, max_vertices = 3) out;
            in vec4 vertex_out[];
            out vec4 geometry_color;
            void main()
            {
                gl_Position = gl_in[0].gl_Position;
                geometry_color = vertex_out[0] + uniform_value;
                EmitVertex();
            })";
    
        const std::string &fragmentShader =
            R"(#version 310 es
            precision highp float;
            uniform float uniform_value;
            in vec4 geometry_color;
            layout (location = 0) out vec4 output_color;
            void main()
            {
                output_color = vec4(geometry_color.rgb, uniform_value);
            })";
    
        GLuint program = CompileProgramWithGS(vertexShader, geometryShader, fragmentShader);
        EXPECT_EQ(0u, program);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify that an link error occurs when the number of uniform blocks in a geometry shader exceeds
    // MAX_GEOMETRY_UNIFORM_BLOCKS_EXT.
    TEST_P(GeometryShaderTest, TooManyUniformBlocks)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
    
        GLint maxGeometryUniformBlocks = 0;
        glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT, &maxGeometryUniformBlocks);
    
        GLint numUniformBlocks = maxGeometryUniformBlocks + 1;
        std::ostringstream stream;
        stream << "#version 310 es\n"
                  "#extension GL_EXT_geometry_shader : require\n"
                  "uniform ubo\n"
                  "{\n"
                  "    vec4 value1;\n"
                  "} block0["
               << numUniformBlocks
               << "];\n"
                  "layout (triangles) in;\n"
                  "layout (points, max_vertices = 1) out;\n"
                  "void main()\n"
                  "{\n"
                  "    gl_Position = gl_in[0].gl_Position;\n";
    
        for (GLint i = 0; i < numUniformBlocks; ++i)
        {
            stream << "    gl_Position += block0[" << i << "].value1;\n";
        }
        stream << "    EmitVertex();\n"
                  "}\n";
    
        GLuint program =
            CompileProgramWithGS(kDefaultVertexShader, stream.str(), kDefaultFragmentShader);
        EXPECT_EQ(0u, program);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify that an link error occurs when the number of shader storage blocks in a geometry shader
    // exceeds MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT.
    TEST_P(GeometryShaderTest, TooManyShaderStorageBlocks)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
    
        GLint maxGeometryShaderStorageBlocks = 0;
        glGetIntegerv(GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT, &maxGeometryShaderStorageBlocks);
    
        GLint numSSBOs = maxGeometryShaderStorageBlocks + 1;
        std::ostringstream stream;
        stream << "#version 310 es\n"
                  "#extension GL_EXT_geometry_shader : require\n"
                  "buffer ssbo\n"
                  "{\n"
                  "    vec4 value1;\n"
                  "} block0["
               << numSSBOs
               << "];\n"
                  "layout (triangles) in;\n"
                  "layout (points, max_vertices = 1) out;\n"
                  "void main()\n"
                  "{\n"
                  "    gl_Position = gl_in[0].gl_Position;\n";
    
        for (GLint i = 0; i < numSSBOs; ++i)
        {
            stream << "    gl_Position += block0[" << i << "].value1;\n";
        }
        stream << "    EmitVertex();\n"
                  "}\n";
    
        GLuint program =
            CompileProgramWithGS(kDefaultVertexShader, stream.str(), kDefaultFragmentShader);
        EXPECT_EQ(0u, program);
    
        EXPECT_GL_NO_ERROR();
    }
    
    ANGLE_INSTANTIATE_TEST(GeometryShaderTestES3, ES3_OPENGL(), ES3_OPENGLES(), ES3_D3D11());
    ANGLE_INSTANTIATE_TEST(GeometryShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11());
    }