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

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  • Author : Cody Northrop
    Date : 2020-04-14 10:35:13
    Hash : f623bd2e
    Message : Tests: Add program pipeline object tests This CL adds two program pipeline object (PPO) tests based on code inspection during review. They are both disabled awaiting fixes. * The first (DetachAndModifyShader) tests a bug that shaders aren't detached immediately on call. * The second (DifferentTextureTypes) tests PPOs with mismatched texture types. They should not link if the programs use a texture in non-matching ways. Test: ProgramPipelineTest31.DetachAndModifyShader* Test: ProgramPipelineTest31.DifferentTextureTypes* Bug: b/151462886 Bug: b/151449648 Bug: angleproject:3570 Change-Id: Ief0937397d31c972bf5e3a8d56b02d2dbd5a604b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2146997 Commit-Queue: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>

  • src/tests/gl_tests/ProgramPipelineTest.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.
    //
    // ProgramPipelineTest:
    //   Various tests related to Program Pipeline.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class ProgramPipelineTest : public ANGLETest
    {
      protected:
        ProgramPipelineTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    // Verify that program pipeline is not supported in version lower than ES31.
    TEST_P(ProgramPipelineTest, GenerateProgramPipelineObject)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        GLuint pipeline;
        glGenProgramPipelines(1, &pipeline);
        if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
        {
            EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        }
        else
        {
            EXPECT_GL_NO_ERROR();
    
            glDeleteProgramPipelines(1, &pipeline);
            EXPECT_GL_NO_ERROR();
        }
    }
    
    class ProgramPipelineTest31 : public ProgramPipelineTest
    {
      protected:
        ~ProgramPipelineTest31()
        {
            glDeleteProgram(mVertProg);
            glDeleteProgram(mFragProg);
            glDeleteProgramPipelines(1, &mPipeline);
        }
    
        void bindProgramPipeline(const GLchar *vertString, const GLchar *fragString);
        void drawQuad(const std::string &positionAttribName,
                      const GLfloat positionAttribZ,
                      const GLfloat positionAttribXYScale);
    
        GLuint mVertProg;
        GLuint mFragProg;
        GLuint mPipeline;
    };
    
    void ProgramPipelineTest31::bindProgramPipeline(const GLchar *vertString, const GLchar *fragString)
    {
        mVertProg = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vertString);
        ASSERT_NE(mVertProg, 0u);
        mFragProg = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragString);
        ASSERT_NE(mFragProg, 0u);
    
        // Generate a program pipeline and attach the programs to their respective stages
        glGenProgramPipelines(1, &mPipeline);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(mPipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(mPipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
        EXPECT_GL_NO_ERROR();
        glBindProgramPipeline(mPipeline);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test generate or delete program pipeline.
    TEST_P(ProgramPipelineTest31, GenOrDeleteProgramPipelineTest)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        GLuint pipeline;
        glGenProgramPipelines(-1, &pipeline);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
        glGenProgramPipelines(0, &pipeline);
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgramPipelines(-1, &pipeline);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
        glDeleteProgramPipelines(0, &pipeline);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test BindProgramPipeline.
    TEST_P(ProgramPipelineTest31, BindProgramPipelineTest)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        glBindProgramPipeline(0);
        EXPECT_GL_NO_ERROR();
    
        glBindProgramPipeline(2);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        GLuint pipeline;
        glGenProgramPipelines(1, &pipeline);
        glBindProgramPipeline(pipeline);
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgramPipelines(1, &pipeline);
        glBindProgramPipeline(pipeline);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test IsProgramPipeline
    TEST_P(ProgramPipelineTest31, IsProgramPipelineTest)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        EXPECT_GL_FALSE(glIsProgramPipeline(0));
        EXPECT_GL_NO_ERROR();
    
        EXPECT_GL_FALSE(glIsProgramPipeline(2));
        EXPECT_GL_NO_ERROR();
    
        GLuint pipeline;
        glGenProgramPipelines(1, &pipeline);
        glBindProgramPipeline(pipeline);
        EXPECT_GL_TRUE(glIsProgramPipeline(pipeline));
        EXPECT_GL_NO_ERROR();
    
        glBindProgramPipeline(0);
        glDeleteProgramPipelines(1, &pipeline);
        EXPECT_GL_FALSE(glIsProgramPipeline(pipeline));
        EXPECT_GL_NO_ERROR();
    }
    
    // Simulates a call to glCreateShaderProgramv()
    GLuint createShaderProgram(GLenum type, const GLchar *shaderString)
    {
        GLShader shader(type);
        if (!shader.get())
        {
            return 0;
        }
    
        glShaderSource(shader, 1, &shaderString, nullptr);
        glCompileShader(shader);
    
        GLuint program = glCreateProgram();
    
        if (program)
        {
            GLint compiled;
            glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
            glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
            if (compiled)
            {
                glAttachShader(program, shader);
                glLinkProgram(program);
                glDetachShader(program, shader);
            }
        }
    
        EXPECT_GL_NO_ERROR();
    
        return program;
    }
    
    void ProgramPipelineTest31::drawQuad(const std::string &positionAttribName,
                                         const GLfloat positionAttribZ,
                                         const GLfloat positionAttribXYScale)
    {
        glUseProgram(0);
    
        std::array<Vector3, 6> quadVertices = ANGLETestBase::GetQuadVertices();
    
        for (Vector3 &vertex : quadVertices)
        {
            vertex.x() *= positionAttribXYScale;
            vertex.y() *= positionAttribXYScale;
            vertex.z() = positionAttribZ;
        }
    
        GLint positionLocation = glGetAttribLocation(mVertProg, positionAttribName.c_str());
    
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data());
        glEnableVertexAttribArray(positionLocation);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        glDisableVertexAttribArray(positionLocation);
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
    }
    
    // Test glUseProgramStages
    TEST_P(ProgramPipelineTest31, UseProgramStages)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // Create two separable program objects from a
        // single source string respectively (vertSrc and fragSrc)
        const GLchar *vertString = essl31_shaders::vs::Simple();
        const GLchar *fragString = essl31_shaders::fs::Red();
    
        mVertProg = createShaderProgram(GL_VERTEX_SHADER, vertString);
        ASSERT_NE(mVertProg, 0u);
        mFragProg = createShaderProgram(GL_FRAGMENT_SHADER, fragString);
        ASSERT_NE(mFragProg, 0u);
    
        // Generate a program pipeline and attach the programs to their respective stages
        GLuint pipeline;
        glGenProgramPipelines(1, &pipeline);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
        EXPECT_GL_NO_ERROR();
        glBindProgramPipeline(pipeline);
        EXPECT_GL_NO_ERROR();
    
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Test glUseProgramStages
    TEST_P(ProgramPipelineTest31, UseCreateShaderProgramv)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // Create two separable program objects from a
        // single source string respectively (vertSrc and fragSrc)
        const GLchar *vertString = essl31_shaders::vs::Simple();
        const GLchar *fragString = essl31_shaders::fs::Red();
    
        bindProgramPipeline(vertString, fragString);
    
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Test glUniform
    TEST_P(ProgramPipelineTest31, FragmentStageUniformTest)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // Create two separable program objects from a
        // single source string respectively (vertSrc and fragSrc)
        const GLchar *vertString = essl31_shaders::vs::Simple();
        const GLchar *fragString = R"(#version 310 es
    precision highp float;
    uniform float redColorIn;
    uniform float greenColorIn;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = vec4(redColorIn, greenColorIn, 0.0, 1.0);
    })";
    
        bindProgramPipeline(vertString, fragString);
    
        // Set the output color to yellow
        GLint location = glGetUniformLocation(mFragProg, "redColorIn");
        glActiveShaderProgram(mPipeline, mFragProg);
        glUniform1f(location, 1.0);
        location = glGetUniformLocation(mFragProg, "greenColorIn");
        glActiveShaderProgram(mPipeline, mFragProg);
        glUniform1f(location, 1.0);
    
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
    
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glClear(GL_COLOR_BUFFER_BIT);
    
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
    
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Set the output color to red
        location = glGetUniformLocation(mFragProg, "redColorIn");
        glActiveShaderProgram(mPipeline, mFragProg);
        glUniform1f(location, 1.0);
        location = glGetUniformLocation(mFragProg, "greenColorIn");
        glActiveShaderProgram(mPipeline, mFragProg);
        glUniform1f(location, 0.0);
    
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        glDeleteProgram(mVertProg);
        glDeleteProgram(mFragProg);
    }
    
    // Test varyings
    TEST_P(ProgramPipelineTest31, ProgramPipelineVaryings)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // Create two separable program objects from a
        // single source string respectively (vertSrc and fragSrc)
        const GLchar *vertString = essl31_shaders::vs::Passthrough();
        const GLchar *fragString = R"(#version 310 es
    precision highp float;
    in vec4 v_position;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = round(v_position);
    })";
    
        bindProgramPipeline(vertString, fragString);
    
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    }
    
    // Creates a program pipeline with a 2D texture and renders with it.
    TEST_P(ProgramPipelineTest31, DrawWith2DTexture)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        const GLchar *vertString = R"(#version 310 es
    precision highp float;
    in vec4 a_position;
    out vec2 texCoord;
    void main()
    {
        gl_Position = a_position;
        texCoord = vec2(a_position.x, a_position.y) * 0.5 + vec2(0.5);
    })";
    
        const GLchar *fragString = R"(#version 310 es
    precision highp float;
    in vec2 texCoord;
    uniform sampler2D tex;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = texture(tex, texCoord);
    })";
    
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        bindProgramPipeline(vertString, fragString);
    
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    }
    
    // Test modifying a shader after it has been detached from a pipeline
    TEST_P(ProgramPipelineTest31, DetachAndModifyShader)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // TODO (timvp): Fix this test for Vulkan with PPO
        // http://anglebug.com/3570
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        const GLchar *vertString = essl31_shaders::vs::Simple();
        const GLchar *fragString = essl31_shaders::fs::Green();
    
        GLShader vertShader(GL_VERTEX_SHADER);
        GLShader fragShader(GL_FRAGMENT_SHADER);
        mVertProg = glCreateProgram();
        mFragProg = glCreateProgram();
    
        // Compile and link a separable vertex shader
        glShaderSource(vertShader, 1, &vertString, nullptr);
        glCompileShader(vertShader);
        glProgramParameteri(mVertProg, GL_PROGRAM_SEPARABLE, GL_TRUE);
        glAttachShader(mVertProg, vertShader);
        glLinkProgram(mVertProg);
        EXPECT_GL_NO_ERROR();
    
        // Compile and link a separable fragment shader
        glShaderSource(fragShader, 1, &fragString, nullptr);
        glCompileShader(fragShader);
        glProgramParameteri(mFragProg, GL_PROGRAM_SEPARABLE, GL_TRUE);
        glAttachShader(mFragProg, fragShader);
        glLinkProgram(mFragProg);
        EXPECT_GL_NO_ERROR();
    
        // Generate a program pipeline and attach the programs
        glGenProgramPipelines(1, &mPipeline);
        glUseProgramStages(mPipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        glUseProgramStages(mPipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
        glBindProgramPipeline(mPipeline);
        EXPECT_GL_NO_ERROR();
    
        // Draw once to ensure this worked fine
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Detach the fragment shader and modify it such that it no longer fits with this pipeline
        glDetachShader(mFragProg, fragShader);
    
        // Add an input to the fragment shader, which will make it incompatible
        const GLchar *fragString2 = R"(#version 310 es
    precision highp float;
    in vec4 color;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = color;
    })";
        glShaderSource(fragShader, 1, &fragString2, nullptr);
        glCompileShader(fragShader);
    
        // Link and draw with the program again, which should be fine since the shader was detached
        glLinkProgram(mFragProg);
    
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test binding two programs that use a texture as different types
    TEST_P(ProgramPipelineTest31, DifferentTextureTypes)
    {
        // Only the Vulkan backend supports PPO
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // TODO (timvp): Fix this test for Vulkan with PPO
        // http://anglebug.com/3570
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        // Per the OpenGL ES 3.1 spec:
        //
        // It is not allowed to have variables of different sampler types pointing to the same texture
        // image unit within a program object. This situation can only be detected at the next rendering
        // command issued which triggers shader invocations, and an INVALID_OPERATION error will then
        // be generated
        //
    
        // Create a vertex shader that uses the texture as 2D
        const GLchar *vertString = R"(#version 310 es
    precision highp float;
    in vec4 a_position;
    uniform sampler2D tex2D;
    layout(location = 0) out vec4 texColorOut;
    layout(location = 1) out vec2 texCoordOut;
    void main()
    {
        gl_Position = a_position;
        vec2 texCoord = vec2(a_position.x, a_position.y) * 0.5 + vec2(0.5);
        texColorOut = textureLod(tex2D, texCoord, 0.0);
        texCoordOut = texCoord;
    })";
    
        // Create a fragment shader that uses the texture as Cube
        const GLchar *fragString = R"(#version 310 es
    precision highp float;
    layout(location = 0) in vec4 texColor;
    layout(location = 1) in vec2 texCoord;
    uniform samplerCube texCube;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = texture(texCube, vec3(texCoord.x, texCoord.y, 0.0));
    })";
    
        // Create and populate the 2D texture
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Create a pipeline that uses the bad combination.  This should fail to link the pipeline.
        bindProgramPipeline(vertString, fragString);
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Update the fragment shader to correctly use 2D texture
        const GLchar *fragString2 = R"(#version 310 es
    precision highp float;
    layout(location = 0) in vec4 texColor;
    layout(location = 1) in vec2 texCoord;
    uniform sampler2D tex2D;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = texture(tex2D, texCoord);
    })";
    
        // Bind the pipeline again, which should succeed.
        bindProgramPipeline(vertString, fragString2);
        ProgramPipelineTest31::drawQuad("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    }
    
    ANGLE_INSTANTIATE_TEST_ES3_AND_ES31(ProgramPipelineTest);
    ANGLE_INSTANTIATE_TEST_ES31(ProgramPipelineTest31);
    
    }  // namespace