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

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  • Author : Tibor Dusnoki
    Date : 2020-01-31 15:05:35
    Hash : 4546c5ce
    Message : Skip failing end2end tests on Windows on ARM There are multiple failing tests on Windows on ARM which are related to drawing differences. They seem to be similar to an already reported issue (anglebug.com/3748). Bug: angleproject:4356 Bug: angleproject:4357 Change-Id: Ide5cc2e6f42d4c4b6fb88352833d20e517005c14 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2033067 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@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);
            mOSWindow->setVisible(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