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

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  • Author : jchen10
    Date : 2020-03-10 14:26:49
    Hash : 1b12f6e5
    Message : Remove MultisampleCompatibilityTest suppression The failed DrawCoverageAndResolve can pass on 26.20.100.7323 now. Bug: angleproject:3855 Change-Id: Ia6eb9fef2a57f0bdf52cb2e45c138457f5de88aa Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2096230 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jie A Chen <jie.a.chen@intel.com>

  • src/tests/gl_tests/MultisampleCompatibilityTest.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.
    //
    // MultisampleCompatibilityTest.cpp:
    //   Tests for the EXT_multisample_compatibility extension.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    const GLint kWidth  = 64;
    const GLint kHeight = 64;
    
    // test drawing with GL_MULTISAMPLE_EXT enabled/disabled.
    class EXTMultisampleCompatibilityTest : public ANGLETest
    {
    
      protected:
        EXTMultisampleCompatibilityTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void testSetUp() override
        {
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
    
            GLuint position_loc = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
            mColorLoc           = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
    
            glGenBuffers(1, &mVBO);
            glBindBuffer(GL_ARRAY_BUFFER, mVBO);
            static float vertices[] = {
                1.0f,  1.0f, -1.0f, 1.0f,  -1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
                -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f,  -1.0f, 1.0f, 1.0f,
            };
            glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
            glEnableVertexAttribArray(position_loc);
            glVertexAttribPointer(position_loc, 2, GL_FLOAT, GL_FALSE, 0, 0);
        }
    
        void testTearDown() override
        {
            glDeleteBuffers(1, &mVBO);
            glDeleteProgram(mProgram);
        }
    
        void prepareForDraw()
        {
            // Create a sample buffer.
            GLsizei num_samples = 4, max_samples = 0;
            glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
            num_samples = std::min(num_samples, max_samples);
    
            glGenRenderbuffers(1, &mSampleRB);
            glBindRenderbuffer(GL_RENDERBUFFER, mSampleRB);
            glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, num_samples, GL_RGBA8_OES, kWidth,
                                                  kHeight);
            GLint param = 0;
            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &param);
            EXPECT_GE(param, num_samples);
    
            glGenFramebuffers(1, &mSampleFBO);
            glBindFramebuffer(GL_FRAMEBUFFER, mSampleFBO);
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleRB);
            EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
                      glCheckFramebufferStatus(GL_FRAMEBUFFER));
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
            // Create another FBO to resolve the multisample buffer into.
            glGenTextures(1, &mResolveTex);
            glBindTexture(GL_TEXTURE_2D, mResolveTex);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kWidth, kHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         nullptr);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            glGenFramebuffers(1, &mResolveFBO);
            glBindFramebuffer(GL_FRAMEBUFFER, mResolveFBO);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mResolveTex, 0);
            EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
                      glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
            glUseProgram(mProgram);
            glViewport(0, 0, kWidth, kHeight);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_BLEND);
            glBindFramebuffer(GL_FRAMEBUFFER, mSampleFBO);
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glClear(GL_COLOR_BUFFER_BIT);
        }
    
        void prepareForVerify()
        {
            // Resolve.
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleFBO);
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mResolveFBO);
            glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            glBlitFramebufferANGLE(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT,
                                   GL_NEAREST);
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mResolveFBO);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void cleanup()
        {
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            glDeleteFramebuffers(1, &mResolveFBO);
            glDeleteFramebuffers(1, &mSampleFBO);
            glDeleteTextures(1, &mResolveTex);
            glDeleteRenderbuffers(1, &mSampleRB);
    
            ASSERT_GL_NO_ERROR();
        }
    
        bool isApplicable() const
        {
            return IsGLExtensionEnabled("GL_EXT_multisample_compatibility") &&
                   IsGLExtensionEnabled("GL_ANGLE_framebuffer_multisample") &&
                   IsGLExtensionEnabled("GL_OES_rgb8_rgba8") && !IsAMD();
        }
        GLuint mSampleFBO;
        GLuint mResolveFBO;
        GLuint mSampleRB;
        GLuint mResolveTex;
    
        GLuint mColorLoc;
        GLuint mProgram;
        GLuint mVBO;
    };
    
    }  // namespace
    
    // Test simple state tracking
    TEST_P(EXTMultisampleCompatibilityTest, TestStateTracking)
    {
        if (!isApplicable())
            return;
    
        EXPECT_TRUE(glIsEnabled(GL_MULTISAMPLE_EXT));
        glDisable(GL_MULTISAMPLE_EXT);
        EXPECT_FALSE(glIsEnabled(GL_MULTISAMPLE_EXT));
        glEnable(GL_MULTISAMPLE_EXT);
        EXPECT_TRUE(glIsEnabled(GL_MULTISAMPLE_EXT));
    
        EXPECT_FALSE(glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE_EXT));
        glEnable(GL_SAMPLE_ALPHA_TO_ONE_EXT);
        EXPECT_TRUE(glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE_EXT));
        glDisable(GL_SAMPLE_ALPHA_TO_ONE_EXT);
        EXPECT_FALSE(glIsEnabled(GL_SAMPLE_ALPHA_TO_ONE_EXT));
    
        EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError());
    }
    
    // Test that disabling GL_MULTISAMPLE_EXT is handled correctly.
    TEST_P(EXTMultisampleCompatibilityTest, DrawAndResolve)
    {
        if (!isApplicable())
            return;
    
        static const float kBlue[]  = {0.0f, 0.0f, 1.0f, 1.0f};
        static const float kGreen[] = {0.0f, 1.0f, 0.0f, 1.0f};
        static const float kRed[]   = {1.0f, 0.0f, 0.0f, 1.0f};
    
        // Different drivers seem to behave differently with respect to resulting
        // values. These might be due to different MSAA sample counts causing
        // different samples to hit.  Other option is driver bugs. Just test that
        // disabling multisample causes a difference.
        std::unique_ptr<uint8_t[]> results[3];
        const GLint kResultSize = kWidth * kHeight * 4;
        for (int pass = 0; pass < 3; pass++)
        {
            prepareForDraw();
            // Green: from top right to bottom left.
            glUniform4fv(mColorLoc, 1, kGreen);
            glDrawArrays(GL_TRIANGLES, 0, 3);
    
            // Blue: from top left to bottom right.
            glUniform4fv(mColorLoc, 1, kBlue);
            glDrawArrays(GL_TRIANGLES, 3, 3);
    
            // Red, with and without MSAA: from bottom left to top right.
            if (pass == 1)
            {
                glDisable(GL_MULTISAMPLE_EXT);
            }
            glUniform4fv(mColorLoc, 1, kRed);
            glDrawArrays(GL_TRIANGLES, 6, 3);
            if (pass == 1)
            {
                glEnable(GL_MULTISAMPLE_EXT);
            }
            prepareForVerify();
            results[pass].reset(new uint8_t[kResultSize]);
            memset(results[pass].get(), 123u, kResultSize);
            glReadPixels(0, 0, kWidth, kHeight, GL_RGBA, GL_UNSIGNED_BYTE, results[pass].get());
    
            cleanup();
        }
        EXPECT_NE(0, memcmp(results[0].get(), results[1].get(), kResultSize));
        // Verify that rendering is deterministic, so that the pass above does not
        // come from non-deterministic rendering.
        EXPECT_EQ(0, memcmp(results[0].get(), results[2].get(), kResultSize));
    }
    
    // Test that enabling GL_SAMPLE_ALPHA_TO_ONE_EXT affects rendering.
    TEST_P(EXTMultisampleCompatibilityTest, DrawAlphaOneAndResolve)
    {
        if (!isApplicable())
            return;
    
        // SAMPLE_ALPHA_TO_ONE is specified to transform alpha values of
        // covered samples to 1.0. In order to detect it, we use non-1.0
        // alpha.
        static const float kBlue[]  = {0.0f, 0.0f, 1.0f, 0.5f};
        static const float kGreen[] = {0.0f, 1.0f, 0.0f, 0.5f};
        static const float kRed[]   = {1.0f, 0.0f, 0.0f, 0.5f};
    
        // Different drivers seem to behave differently with respect to resulting
        // alpha value. These might be due to different MSAA sample counts causing
        // different samples to hit.  Other option is driver bugs. Testing exact or
        // even approximate sample values is not that easy.  Thus, just test
        // representative positions which have fractional pixels, inspecting that
        // normal rendering is different to SAMPLE_ALPHA_TO_ONE rendering.
        std::unique_ptr<uint8_t[]> results[3];
        const GLint kResultSize = kWidth * kHeight * 4;
    
        for (int pass = 0; pass < 3; ++pass)
        {
            prepareForDraw();
            if (pass == 1)
            {
                glEnable(GL_SAMPLE_ALPHA_TO_ONE_EXT);
            }
            glEnable(GL_MULTISAMPLE_EXT);
            glUniform4fv(mColorLoc, 1, kGreen);
            glDrawArrays(GL_TRIANGLES, 0, 3);
    
            glUniform4fv(mColorLoc, 1, kBlue);
            glDrawArrays(GL_TRIANGLES, 3, 3);
    
            glDisable(GL_MULTISAMPLE_EXT);
            glUniform4fv(mColorLoc, 1, kRed);
            glDrawArrays(GL_TRIANGLES, 6, 3);
    
            prepareForVerify();
            results[pass].reset(new uint8_t[kResultSize]);
            memset(results[pass].get(), 123u, kResultSize);
            glReadPixels(0, 0, kWidth, kHeight, GL_RGBA, GL_UNSIGNED_BYTE, results[pass].get());
            if (pass == 1)
            {
                glDisable(GL_SAMPLE_ALPHA_TO_ONE_EXT);
            }
    
            cleanup();
        }
        EXPECT_NE(0, memcmp(results[0].get(), results[1].get(), kResultSize));
        // Verify that rendering is deterministic, so that the pass above does not
        // come from non-deterministic rendering.
        EXPECT_EQ(0, memcmp(results[0].get(), results[2].get(), kResultSize));
    }
    
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(EXTMultisampleCompatibilityTest);
    
    class MultisampleCompatibilityTest : public ANGLETest
    {
    
      protected:
        MultisampleCompatibilityTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void prepareForDraw(GLsizei numSamples)
        {
            // Create a sample buffer.
            glGenRenderbuffers(1, &mSampleRB);
            glBindRenderbuffer(GL_RENDERBUFFER, mSampleRB);
            glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, numSamples, GL_RGBA8, kWidth,
                                                  kHeight);
            GLint param = 0;
            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &param);
            EXPECT_GE(param, numSamples);
            glGenFramebuffers(1, &mSampleFBO);
            glBindFramebuffer(GL_FRAMEBUFFER, mSampleFBO);
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleRB);
            EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            // Create another FBO to resolve the multisample buffer into.
            glGenTextures(1, &mResolveTex);
            glBindTexture(GL_TEXTURE_2D, mResolveTex);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kWidth, kHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         nullptr);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            glGenFramebuffers(1, &mResolveFBO);
            glBindFramebuffer(GL_FRAMEBUFFER, mResolveFBO);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mResolveTex, 0);
            EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
            glViewport(0, 0, kWidth, kHeight);
            glBindFramebuffer(GL_FRAMEBUFFER, mSampleFBO);
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            ASSERT_GL_NO_ERROR();
        }
    
        void prepareForVerify()
        {
            // Resolve.
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleFBO);
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mResolveFBO);
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            glBlitFramebufferANGLE(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT,
                                   GL_NEAREST);
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mResolveFBO);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void cleanup()
        {
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            glDeleteFramebuffers(1, &mResolveFBO);
            glDeleteFramebuffers(1, &mSampleFBO);
            glDeleteTextures(1, &mResolveTex);
            glDeleteRenderbuffers(1, &mSampleRB);
    
            ASSERT_GL_NO_ERROR();
        }
    
        bool isApplicable() const
        {
            return IsGLExtensionEnabled("GL_ANGLE_framebuffer_multisample") &&
                   IsGLExtensionEnabled("GL_OES_rgb8_rgba8");
        }
    
        GLuint mSampleFBO;
        GLuint mResolveFBO;
        GLuint mSampleRB;
        GLuint mResolveTex;
    };
    
    // Test that enabling GL_SAMPLE_COVERAGE affects rendering.
    TEST_P(MultisampleCompatibilityTest, DrawCoverageAndResolve)
    {
        if (!isApplicable())
            return;
    
        // TODO: Figure out why this fails on Android.
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
    
        ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
    
        GLsizei maxSamples = 0;
        glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
        int iterationCount = maxSamples + 1;
        for (int samples = 1; samples < iterationCount; samples++)
        {
            prepareForDraw(samples);
            glEnable(GL_SAMPLE_COVERAGE);
            glSampleCoverage(1.0, false);
            drawQuad(drawRed.get(), essl1_shaders::PositionAttrib(), 0.5f);
    
            prepareForVerify();
            GLsizei pixelCount = kWidth * kHeight;
            std::vector<GLColor> actual(pixelCount, GLColor::black);
            glReadPixels(0, 0, kWidth, kHeight, GL_RGBA, GL_UNSIGNED_BYTE, actual.data());
            glDisable(GL_SAMPLE_COVERAGE);
            cleanup();
    
            std::vector<GLColor> expected(pixelCount, GLColor::red);
            EXPECT_EQ(expected, actual);
        }
    }
    
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(MultisampleCompatibilityTest);