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

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  • Author : Corentin Wallez
    Date : 2015-05-14 11:07:48
    Hash : d3970de4
    Message : Move ANGLETest back in test_utils, leaving a proxy header for Chromium BUG=angleproject:892 Change-Id: Ibd494813be87e996096077d6e208cc92461b8f49 Reviewed-on: https://chromium-review.googlesource.com/271154 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>

  • src/tests/gl_tests/DrawBuffersTest.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"
    
    using namespace angle;
    
    class DrawBuffersTest : public ANGLETest
    {
      protected:
        DrawBuffersTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            // This test seems to fail on an nVidia machine when the window is hidden
            SetWindowVisible(true);
    
            glGenFramebuffers(1, &mFBO);
            glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
    
            glGenTextures(4, mTextures);
    
            for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
            {
                glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
                glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
            }
    
            GLfloat data[] =
            {
                -1.0f, 1.0f,
                -1.0f, -2.0f,
                2.0f, 1.0f
            };
    
            glGenBuffers(1, &mBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6, data, GL_STATIC_DRAW);
    
            GLint maxDrawBuffers;
            glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
            ASSERT_EQ(maxDrawBuffers, 8);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteFramebuffers(1, &mFBO);
            glDeleteTextures(4, mTextures);
            glDeleteBuffers(1, &mBuffer);
    
            ANGLETest::TearDown();
        }
    
        void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
        {
            const std::string vertexShaderSource =
                "#version 300 es\n"
                "in vec4 position;\n"
                "void main() {\n"
                "    gl_Position = position;\n"
                "}\n";
    
            std::stringstream strstr;
    
            strstr << "#version 300 es\n"
                      "precision highp float;\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    strstr << "layout(location = " << index << ") "
                              "out vec4 value" << index << ";\n";
                }
            }
    
            strstr << "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    value" << index << " = vec4("
                           << r << ".0, " << g << ".0, "
                           << b << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(vertexShaderSource, strstr.str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glUseProgram(*programOut);
    
            GLint location = glGetAttribLocation(*programOut, "position");
            ASSERT_NE(location, -1);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, NULL);
            glEnableVertexAttribArray(location);
        }
    
        void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
        {
            const std::string vertexShaderSource =
                "attribute vec4 position;\n"
                "void main() {\n"
                "    gl_Position = position;\n"
                "}\n";
    
            std::stringstream strstr;
    
            strstr << "#extension GL_EXT_draw_buffers : enable\n"
                      "precision highp float;\n"
                      "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    gl_FragData[" << index << "] = vec4("
                        << r << ".0, " << g << ".0, "
                        << b << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(vertexShaderSource, strstr.str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glUseProgram(*programOut);
    
            GLint location = glGetAttribLocation(*programOut, "position");
            ASSERT_NE(location, -1);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, NULL);
            glEnableVertexAttribArray(location);
        }
    
        void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
        {
            if (getClientVersion() == 3)
            {
                setupMRTProgramESSL3(bufferEnabled, programOut);
            }
            else
            {
                ASSERT_EQ(getClientVersion(), 2);
                setupMRTProgramESSL1(bufferEnabled, programOut);
            }
        }
    
        void verifyAttachment(unsigned int index, GLuint textureName)
        {
            for (unsigned int colorAttachment = 0; colorAttachment < 8; colorAttachment++)
            {
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachment, GL_TEXTURE_2D, 0, 0);
            }
    
            glBindTexture(GL_TEXTURE_2D, textureName);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureName, 0);
    
            unsigned int r = (((index + 1) & 1) > 0) ? 255 : 0;
            unsigned int g = (((index + 1) & 2) > 0) ? 255 : 0;
            unsigned int b = (((index + 1) & 4) > 0) ? 255 : 0;
    
            EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, r, g, b, 255);
        }
    
        GLuint mFBO;
        GLuint mTextures[4];
        GLuint mBuffer;
    };
    
    TEST_P(DrawBuffersTest, Gaps)
    {
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
    
        bool flags[8] = { false, true };
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] =
        {
            GL_NONE,
            GL_COLOR_ATTACHMENT1
        };
        glUseProgram(program);
        glDrawBuffersEXT(2, bufs);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        verifyAttachment(1, mTextures[0]);
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstAndLast)
    {
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = { true, false, false, true };
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] =
        {
            GL_COLOR_ATTACHMENT0,
            GL_NONE,
            GL_NONE,
            GL_COLOR_ATTACHMENT3
        };
    
        glUseProgram(program);
        glDrawBuffersEXT(4, bufs);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        verifyAttachment(0, mTextures[0]);
        verifyAttachment(3, mTextures[1]);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstHalfNULL)
    {
        bool flags[8] = { false };
        GLenum bufs[8] = { GL_NONE };
    
        for (unsigned int texIndex = 0; texIndex < 4; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4 + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0);
            flags[texIndex + 4] = true;
            bufs[texIndex + 4] = GL_COLOR_ATTACHMENT4 + texIndex;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        glUseProgram(program);
        glDrawBuffersEXT(8, bufs);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        for (unsigned int texIndex = 0; texIndex < 4; texIndex++)
        {
            verifyAttachment(texIndex + 4, mTextures[texIndex]);
        }
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
    {
        // Bind two render targets but use a shader which writes only to the first one.
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = { true, false };
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] =
        {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_NONE,
            GL_NONE,
        };
    
        glUseProgram(program);
        glDrawBuffersEXT(4, bufs);
    
        // This call should not crash when we dynamically generate the HLSL code.
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        verifyAttachment(0, mTextures[0]);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(DrawBuffersTest, ES2_D3D11(), ES3_D3D11());