Hash :
7994bf76
Author :
Date :
2025-09-29T11:55:00
Vulkan: Avoid double-setting the fragment shading rate Because there were two handlers for fragment shading rate, one for the QCOM extension and one for EXT, every time the render pass started, it would set the fragment shading rate to 1x1 twice. Bug: angleproject:420310117 Change-Id: I905c504c7a7b80b5e7173e5d6a7cabe6f271e7a1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6995362 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: mohan maiya <m.maiya@samsung.com> Reviewed-by: Charlie Lao <cclao@google.com>
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//
// Copyright 2022 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.
//
// ShadingRateEXTTest.cpp : Tests of the GL_EXT_fragment_shading_rate extension.
#ifdef UNSAFE_BUFFERS_BUILD
# pragma allow_unsafe_buffers
#endif
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
namespace angle
{
class ShadingRateEXTTest : public ANGLETest<>
{
protected:
ShadingRateEXTTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
};
constexpr char kSimpleShadingRateVS[] = R"(#version 310 es
in vec4 a_position;
void main()
{
gl_Position = a_position;
})";
constexpr char kSimplePrimitiveShadingRateVS[] = R"(#version 310 es
#extension GL_EXT_fragment_shading_rate : require
in vec4 a_position;
void main()
{
gl_Position = a_position;
gl_PrimitiveShadingRateEXT = gl_ShadingRateFlag2VerticalPixelsEXT | gl_ShadingRateFlag2HorizontalPixelsEXT;
})";
constexpr char kSimplePrimitiveShadingRateGS[] = R"(#version 310 es
#extension GL_EXT_geometry_shader : require
#extension GL_EXT_fragment_shading_rate : require
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
void main()
{
gl_PrimitiveShadingRateEXT = gl_ShadingRateFlag2VerticalPixelsEXT | gl_ShadingRateFlag2HorizontalPixelsEXT;
for (int i = 0; i < 3; i++)
{
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
})";
constexpr char kSimpleShadingRateFS[] = R"(#version 310 es
#extension GL_EXT_fragment_shading_rate : require
precision highp float;
layout(location = 0) out vec4 fragColor;
uniform mediump vec4 u_color;
void main()
{
// Emit red color if ShadingRateEXT == gl_ShadingRateFlag2VerticalPixelsEXT | gl_ShadingRateFlag2HorizontalPixelsEXT
if (gl_ShadingRateEXT == 5) {
fragColor = vec4(1.0, 0.0, 0.0, 1.0); // red
} else if (gl_ShadingRateEXT == 0) {
fragColor = u_color;
}else {
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
})";
constexpr char kSimpleShadingRateUniformColorFS[] = R"(#version 310 es
#extension GL_EXT_fragment_shading_rate : require
precision highp float;
uniform mediump vec4 u_color;
layout(location = 0) out vec4 fragColor;
void main()
{
// Emit uniform color if ShadingRateEXT == gl_ShadingRateFlag2VerticalPixelsEXT | gl_ShadingRateFlag2HorizontalPixelsEXT
if (gl_ShadingRateEXT == 5) {
fragColor = u_color;
} else {
fragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
})";
// Test basic functionality of EXT_fragment_shading_rate
TEST_P(ShadingRateEXTTest, FragmentShadingRate)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_fragment_shading_rate"));
// Verify validate shading rate.
GLsizei count = 0;
const int maxNum = 9;
GLenum shadingRates[maxNum];
glGetFragmentShadingRatesEXT(1, maxNum, &count, shadingRates);
ASSERT_GL_NO_ERROR();
for (int i = 0; i < count; i++)
{
glShadingRateEXT(shadingRates[i]);
}
ASSERT_GL_NO_ERROR();
glShadingRateEXT(GL_SHADING_RATE_1X1_PIXELS_EXT);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ANGLE_GL_PROGRAM(drawShadingRateProgram, kSimpleShadingRateVS, kSimpleShadingRateFS);
glUseProgram(drawShadingRateProgram);
// Set and query shading rate.
glShadingRateEXT(GL_SHADING_RATE_2X2_PIXELS_EXT);
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT);
GLint shadingRate = 0;
glGetIntegerv(GL_SHADING_RATE_EXT, &shadingRate);
ASSERT(shadingRate == GL_SHADING_RATE_2X2_PIXELS_EXT);
// Verify draw call with 2x2 shading rate.
drawQuad(drawShadingRateProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Test EXT_fragment_shading_rate and EXT_fragment_shading_rate_primitive state change with Blend
TEST_P(ShadingRateEXTTest, FragmentShadingRateBlend)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_fragment_shading_rate"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_fragment_shading_rate_primitive"));
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Render red quad with 2x2 shading rate.
ANGLE_GL_PROGRAM(drawShadingRateProgram, kSimpleShadingRateVS,
kSimpleShadingRateUniformColorFS);
glUseProgram(drawShadingRateProgram);
GLint colorUniformLocation = glGetUniformLocation(drawShadingRateProgram, "u_color");
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
glShadingRateEXT(GL_SHADING_RATE_2X2_PIXELS_EXT);
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT);
drawQuad(drawShadingRateProgram, essl1_shaders::PositionAttrib(), 0.5f);
// Enable blend
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
// Render green quad with 2x2 shading rate.
ANGLE_GL_PROGRAM(primitiveShadingRateVSProgram, kSimplePrimitiveShadingRateVS,
kSimpleShadingRateUniformColorFS);
glUseProgram(primitiveShadingRateVSProgram);
colorUniformLocation = glGetUniformLocation(primitiveShadingRateVSProgram, "u_color");
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 0.0f);
glShadingRateEXT(GL_SHADING_RATE_1X1_PIXELS_EXT);
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT);
drawQuad(primitiveShadingRateVSProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Verify if render a yellow quad.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(255u, 255u, 0u, 255u));
}
// Test basic functionality of EXT_fragment_shading_rate_primitive
TEST_P(ShadingRateEXTTest, FragmentShadingRatePrimitive)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_fragment_shading_rate_primitive"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_geometry_shader"));
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ANGLE_GL_PROGRAM(drawShadingRateProgram, kSimpleShadingRateVS, kSimpleShadingRateFS);
glUseProgram(drawShadingRateProgram);
// Set 1x1 shading rate and KEEP combinerOps.
glShadingRateEXT(GL_SHADING_RATE_1X1_PIXELS_EXT);
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT);
// Verify draw call with 1x1 shading rate.
drawQuad(drawShadingRateProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Compile PrimitiveShadingRateVS + FS and use this program
ANGLE_GL_PROGRAM(primitiveShadingRateVSProgram, kSimplePrimitiveShadingRateVS,
kSimpleShadingRateFS);
glUseProgram(primitiveShadingRateVSProgram);
// Set REPLACE combinerOp0.
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT);
// Verify draw call with 2x2 primitive shading rate.
drawQuad(primitiveShadingRateVSProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glClear(GL_COLOR_BUFFER_BIT);
// Compile VS + PrimitiveShadingRateGS + FS and use this program
ANGLE_GL_PROGRAM_WITH_GS(primitiveShadingRateGSProgram, kSimpleShadingRateVS,
kSimplePrimitiveShadingRateGS, kSimpleShadingRateFS);
glUseProgram(primitiveShadingRateGSProgram);
// Verify draw call with 2x2 primitive shading rate with GS.
drawQuad(primitiveShadingRateGSProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Recover 1x1 shading rate and KEEP combinerOps to verify.
glShadingRateEXT(GL_SHADING_RATE_1X1_PIXELS_EXT);
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT);
drawQuad(drawShadingRateProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// The negative test of EXT_fragment_shading_rate
TEST_P(ShadingRateEXTTest, Error)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_fragment_shading_rate"));
glShadingRateEXT(GL_SAMPLE_SHADING);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glShadingRateCombinerOpsEXT(GL_SHADING_RATE_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT,
GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLboolean supportNonTrivialCombiner = false;
glGetBooleanv(GL_FRAGMENT_SHADING_RATE_NON_TRIVIAL_COMBINERS_SUPPORTED_EXT,
&supportNonTrivialCombiner);
if (!supportNonTrivialCombiner)
{
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MIN_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MAX_EXT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
if (!IsGLExtensionEnabled("GL_EXT_fragment_shading_rate_primitive"))
{
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
if (!IsGLExtensionEnabled("GL_EXT_fragment_shading_rate_attachment"))
{
glShadingRateCombinerOpsEXT(GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT,
GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
// Test that when FETCH_PER_SAMPLE_ARM is enabled, the fragment shading rate
// is set to GL_SHADING_RATE_1X1_PIXELS_EXT.
TEST_P(ShadingRateEXTTest, ShadingRateFramebufferFetchPerSample)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_fragment_shading_rate"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ARM_shader_framebuffer_fetch"));
glShadingRateEXT(GL_SHADING_RATE_2X2_PIXELS_EXT);
ASSERT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(program, kSimpleShadingRateVS, kSimpleShadingRateFS);
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, "u_color");
ASSERT_NE(colorLoc, -1);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_FETCH_PER_SAMPLE_ARM);
glUniform4f(colorLoc, 0, 0, 1, 0);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
glDisable(GL_FETCH_PER_SAMPLE_ARM);
glUniform4f(colorLoc, 0, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
glEnable(GL_FETCH_PER_SAMPLE_ARM);
glUniform4f(colorLoc, 0, 0.5, 0, 0);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 128, 255, 255), 1);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ShadingRateEXTTest);
ANGLE_INSTANTIATE_TEST_ES31(ShadingRateEXTTest);
} // namespace angle